"Stone Form
< snip >
- Vulnerabilities: You take double damage from thunder (resonance-shattering) and have disadvantage on Stealth checks when moving across quiet stone surfaces.
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"Gargoyle Flight
< snip>
- Thunder vulnerability doubles again to quadruple damage while flying (sonic shatter risk)."
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"Echo Voice
Harness your resonant harmonic chamber.
- Your voice can mimic any sound or creature you've heard.
- Once per long rest, as an action, emit a resonant shriek:
Creatures within 10 feet must succeed on a Con save or take 2d6 thunder and be deafened for 1 minute (save ends early)."
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I don't follow the logic of the
thunder (sonic) damage.
I'm not convinced that a feat should
increase a character's vulnerability.
Even if it does, shouldn't it become triple damage? 2 + (2-1) = 3
If they take damage from thunder (sonic) effects...but they also produce thunder (sonic) effects...that seems to be quite a contradiction.
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"False Appearance
....except dwarves using
Stonecunning, who roll normally."
======
The benefit comes from having
Stonecunning, not from being a dwarf.
Stonecunning is not exclusive to dwarves.
ok removing all vulnerability to thunder for now.
also adjusting stonecunning text.
and yes landslide sounds better.
I explained in a later post, but what I was against was the OP title suggesting gargoyles had to be redone. I love your idea for gargoyles, I just think they should be an addition to, or as a specific setting replacement, not a replacement for the whole game.
Oh, no worries, think of them as an add-on to those who want variety with their gargoyle.
Masque Gargoyle
Amphitheater/Emotion-Born Gargoyle
Large Elemental (Gargoyle), Chaotic Neutral
Armor Class 17 (carved stone hide)
Hit Points 136 (16d10 + 48)
Speed 30 ft., climb 30 ft., fly 50 ft. (glide)
STR 18 (+4)
DEX 16 (+3)
CON 17 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 18 (+4)
Saving Throws Wis +6, Cha +8
Skills Performance +8, Deception +8, Insight +6, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic, thunder
Condition Immunities charmed, frightened, stunned
Senses darkvision 120 ft., passive Perception 12
Languages Terran, Common, and one local language
Challenge 9 (5,000 XP)
Proficiency Bonus +4
TRAITS
False Appearance (Statue or Frieze).
While motionless, the Masque is indistinguishable from carved stonework, bas-relief mural figures, or decorative masks in an amphitheater.
Creatures without stonecunning have disadvantage on checks to detect it.
Echo-Chamber Voice.
The Masque’s voice reverberates as though spoken in a vast hall.
• Its spell save DC for emotion-based effects increases to
17.
• It has advantage on Charisma (Performance) checks.
Shifted Mask.
As a bonus action, the Masque changes its facial “mask,” gaining one of the following until it changes again:
- Rage Mask: +2 damage on melee attacks; melee attacks deal fire damage instead of slashing.
- Sorrow Mask: Gains resistance to radiant & necrotic; attacks reduce enemy speed by 10 feet until end of next turn.
- Joy Mask: Gains +2 AC and advantage on saving throws vs. spells.
- Terror Mask: Creatures of choice within 10 ft. must succeed on a DC 16 Wis save or become frightened for 1 round.
It may change masks at will.
Amphitheater Acoustics.
Thunder and sound-based effects the Masque creates have
double range and
do not require line of sight as long as the target is in the same room or cavern.
ACTIONS
Multiattack.
The Masque makes
three attacks: two with its claws and one with its Emotional Pulse.
Claw.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 4) slashing damage plus 4 (1d8) emotional damage (type depends on mask: psychic, fire, radiant, or necrotic).
Emotional Pulse.
A 30-ft-radius burst centered on itself.
Each creature of the Masque’s choice must make a DC 16 Wisdom saving throw.
Effects depend on the current mask:
- Rage: Failed save → target uses reaction to attack nearest creature.
- Sorrow: Failed save → target gains disadvantage on all attack rolls until EoT.
- Joy: Failed save → target is charmed for 1 round.
- Terror: Failed save → target frightened for 2 rounds.
Recharge 5–6.
Shattering Scream (Recharge 6).
The Masque emits a thunderous, theatrical shriek.
- 60-ft-cone, DC 16 Con save
- On a fail: 27 (6d8) thunder damage + stunned for 1 round
- On a success: half damage, not stunned.
Objects take maximum damage automatically.
REACTIONS
Mask of Mockery.
When a creature misses the Masque with an attack, the Masque lashes out with a taunting sonic ripple. The attacker takes
7 (2d6) psychic damage and must succeed on a DC 16 Charisma saving throw or have disadvantage on its next attack roll.
LEGENDARY ACTIONS (Optional for a “mini-boss” version)
The Masque can take
2 legendary actions, choosing from below:
Change Mask.
The Masque shifts to a different emotional mask.
Stone Flutter.
The Masque moves up to 20 ft. without provoking opportunity attacks.
Minor Pulse.
Targets one creature within 10 ft. DC 16 Wis save or suffer a minor emotional effect:
- Rage → 1d6 fire
- Sorrow → next attack is −1d4
- Joy → charmed until next turn
- Terror → cannot move closer
FLAVOR TEXT
Masque gargoyles are born of amphitheaters, forums, bard colleges, and ancient arenas where countless emotions—joy, tragedy, rage, triumph—have been performed or felt.
Their stone bodies are carved into shifting masks that reflect the emotional echoes that birthed them. Their voices carry naturally across caverns and chambers, allowing them to
strike from unseen angles, toy with their foes, or whip crowds into frenzy.
Adventurers speak of Masques with awe and fear: creatures that laugh in cathedral voices, snarl in furnace-heat rage, and weep stone-shards that cut like glass.