Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Gargoyles need to be redone.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shades of Eternity" data-source="post: 9807215" data-attributes="member: 10869"><p>good ideas everyone. I have to admit giving ink to underwater gargoyles makes me giggle so it will most likely happen.</p><p></p><p>will go over the other feedback when I have time.</p><p></p><h2>Diet</h2><p>Despite their imposing physiques and reputation as aerial ambush predators, gargoyles have surprisingly varied — and deeply symbolic — diets. Unlike most mundane creatures, gargoyles eat not to sustain flesh, but to <strong>stabilize the humours and emotions that bind their living-stone bodies together</strong>. Their feeding habits reveal their origin, temperament, and potential threat to the unwary.</p><p></p><h3>Three Modes of Gargoyle Feeding</h3><h4>1. Structural Nutrients (Primary Diet)</h4><p>Gargoyles consume <strong>minerals, dust, mortar, and residue from stone or metalwork</strong>. They eat not by chewing but by pressing their fanged maws into the surface and “wicking” in particles through alchemical capillaries.</p><p></p><p>Typical staples include:</p><p></p><ul> <li data-xf-list-type="ul">weathered brick</li> <li data-xf-list-type="ul">masonry dust</li> <li data-xf-list-type="ul">iron flakes (for rune-bearing gargoyles)</li> <li data-xf-list-type="ul">volcanic stone (energetic or aggressive clans)</li> <li data-xf-list-type="ul">compressed detritus (gum, tar, lichen, bird droppings)</li> </ul><p>This is why gargoyles thrive on:</p><p></p><ul> <li data-xf-list-type="ul">old temples</li> <li data-xf-list-type="ul">fortress walls</li> <li data-xf-list-type="ul">ancient ruins</li> <li data-xf-list-type="ul">cliffside monasteries</li> <li data-xf-list-type="ul">crumbling mage towers</li> </ul><p>Their environment <em>literally</em> feeds them.</p><p></p><h4>2. Emotional Nutrients (Secondary Diet)</h4><p>Born from architecture shaped by belief, fear, or grief, gargoyles feed on <strong>ambient emotions</strong> that saturate their birthplace. This is not vampirism — more like emotional photosynthesis.</p><p></p><p>Typical emotional flavors:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Reverence & awe</strong> (cathedral gargoyles)</li> <li data-xf-list-type="ul"><strong>Anxiety & urgency</strong> (military fortress gargoyles)</li> <li data-xf-list-type="ul"><strong>Curiosity & dread</strong> (medical grotesques)</li> <li data-xf-list-type="ul"><strong>Melancholy & abandonment</strong> (ruin-born ferals)</li> <li data-xf-list-type="ul"><strong>Triumph & spectacle</strong> (arena gargoyles)</li> </ul><p>In high-emotion places (battlefields, coliseums, disaster sites), gargoyles may grow faster, molt new plates, or awaken additional subspecies traits.</p><p></p><h4>3. Prey Consumption (Supplemental, situational)</h4><p>Gargoyles <em>can</em> eat biological creatures, but it is not strictly required. When they do:</p><p></p><ul> <li data-xf-list-type="ul">They extract <strong>bone minerals</strong></li> <li data-xf-list-type="ul">Absorb <strong>emotional residue</strong> at death</li> <li data-xf-list-type="ul">Gain a temporary surge of <strong>humor energy</strong></li> </ul><p>Feral variants — especially ruin-born gargoyles — incorporate traits of what they kill, gaining:</p><p></p><ul> <li data-xf-list-type="ul">sharper claws (from manual predators)</li> <li data-xf-list-type="ul">camouflage stone patterns</li> <li data-xf-list-type="ul">hollowed rib-vents to imitate predatory growls</li> </ul><p>Most gargoyles, especially civilized clans, <strong>avoid eating sapient beings</strong>, seeing it as wasteful or sacrilegious.</p><p></p><h2>Behavior & Social Structure</h2><p>Gargoyles are paradoxical creatures—part sentinel, part predator, part philosopher. Their behavior is shaped by the <strong>architecture that birthed them</strong>, but all gargoyles share a handful of universal instincts: <strong>to watch, to guard, and to endure</strong>. These instincts run so deep that many sages claim gargoyles are less a “species” and more a <strong>living expression of vigilance made stone</strong>.</p><p></p><p>Despite their grim facade, gargoyles show a surprisingly broad emotional range when studied over time. They are capable of loyalty, stubbornness, territorial pride, and even a form of humor that manifests through deadpan stillness and perfectly timed movement (or lack thereof).</p><p></p><p>Their behavior differs dramatically depending on whether they are awake or in Stone-Repose.</p><p></p><h3>Stone-Repose Behavior</h3><p>When a gargoyle enters its daily Stone-Repose (either triggered by sunrise, sunset, or some other architectural resonance), its instincts shift to pure sentry-mode:</p><p></p><ul> <li data-xf-list-type="ul">They freeze in whatever posture best suits the structure’s aesthetic.</li> <li data-xf-list-type="ul">They stop breathing but continue sensing through tremors, flow of air, and faint magical vibrations.</li> <li data-xf-list-type="ul">They do not dream, but they <em>absorb impressions</em>—chants echoing through a cathedral, screams in a dungeon, footsteps of invaders.</li> </ul><p>Over centuries, this shapes their personalities into <strong>echoes of the lives around them</strong>, creating gargoyles that emulate priests, jesters, warriors, scholars, or the traumatized.</p><p></p><h3>Awake Behavior</h3><p>When fully awake, gargoyles are:</p><p></p><h4>Cautious Observers</h4><p>Gargoyles rarely speak first. They prefer to:</p><p></p><ul> <li data-xf-list-type="ul">Watch intruders from high vantage points.</li> <li data-xf-list-type="ul">Whisper silently to each other via subtle stone-clicks.</li> <li data-xf-list-type="ul">Move only when sure of their environment.</li> </ul><p>This stillness often unnerves mortals; they are <em>too</em> silent, <em>too</em> motionless when watching.</p><p></p><h4>Purpose-Driven</h4><p>A gargoyle always has a central <strong>obligation</strong>, usually inherited from its birth-structure. Examples:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Cathedral gargoyles</strong> feel compelled to guard the pious or repel “corruption.”</li> <li data-xf-list-type="ul"><strong>Fortress gargoyles</strong> act as sentries and living battlements.</li> <li data-xf-list-type="ul"><strong>Medical grotesques</strong> obsessively observe anatomy, mutation, or “unwholesome growth.”</li> <li data-xf-list-type="ul"><strong>Ruin-born gargoyles</strong> feel duty-bound to protect their shattered home, often long after its people are dust.</li> </ul><p>This can lead them into conflict with adventurers who accidentally trespass on their perceived mandate.</p><p></p><p><strong>Fierce but Calculated Combatants</strong></p><p></p><p>Contrary to their brutish appearance, gargoyles are <em>patient hunters</em>.</p><p>When battle is unavoidable, they prefer ambush, misdirection, and battlefield control.</p><p></p><p>Common tactics:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Stillness Ambush:</strong> Remain statue-still until the enemy is directly beneath them.</li> <li data-xf-list-type="ul"><strong>Vertical Drop:</strong> A classic—plummet from above to grapple and drag prey upward.</li> <li data-xf-list-type="ul"><strong>Fragment Feints:</strong> Break off parts of themselves and hurl them to distract or mislead.</li> <li data-xf-list-type="ul"><strong>Chorused Movement:</strong> Several gargoyles move at once, but never in a predictable rhythm.</li> </ul><p>Some move only when unseen, circling prey through blind corners or shifts in light.</p><p></p><h3><strong>Social Structure</strong></h3><p>Gargoyle society varies wildly by origin, but several structures appear again and again across cultures and worlds.</p><p></p><h4>Clans</h4><p>The most common social unit is the <strong>clan</strong>—a group of gargoyles originating from the same building or region, bound by shared “humor-imprint.”</p><p></p><p>A clan typically consists of:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Elders (the most ancient)</strong></li> <li data-xf-list-type="ul"><strong>Sentinels (patrol leaders)</strong></li> <li data-xf-list-type="ul"><strong>Youths (recent awakenings or nascent stone)</strong></li> <li data-xf-list-type="ul"><strong>The Heartstone</strong> — the immobile core or “egg-chamber” that all gargoyles feel compelled to protect</li> </ul><p>Clans live communally, sharing memory through:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Stone-touch exchanges</strong> (melding fingertips to transfer impressions)</li> <li data-xf-list-type="ul"><strong>Humidity humors</strong> (temporary psychic link through shared breathing of dust)</li> <li data-xf-list-type="ul"><strong>Tremor-speak</strong>, a language of micro-vibrations</li> </ul><h4>Territoriality</h4><p>Gargoyles are territorial but not expansionist.</p><p>They do not seek conquest or land—only <strong>guardianship</strong>.</p><p></p><p>A gargoyle considers territory to include:</p><p></p><ul> <li data-xf-list-type="ul">Its birthplace</li> <li data-xf-list-type="ul">The sky above it</li> <li data-xf-list-type="ul">Any structure it has chosen to defend</li> <li data-xf-list-type="ul">Any people or groups it has “adopted”</li> </ul><p>This can create conflicts when:</p><p></p><ul> <li data-xf-list-type="ul">Adventurers explore ancient ruins</li> <li data-xf-list-type="ul">Archaeologists “steal their history”</li> <li data-xf-list-type="ul">Rogue mages attempt to harvest magical stone</li> <li data-xf-list-type="ul">Criminals use their buildings as hideouts</li> <li data-xf-list-type="ul">Royal edicts repurpose structures they were sworn to protect</li> </ul><p>Gargoyles will fight bitterly not for land, but for <strong>purpose</strong>.</p><p></p><h3>Personality & Emotional Range</h3><p>Gargoyles exhibit:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Dry humor</strong> (usually in the form of perfect stillness or dramatic pauses)</li> <li data-xf-list-type="ul"><strong>Fierce loyalty</strong> (once earned, they consider allies part of the structure they protect)</li> <li data-xf-list-type="ul"><strong>Intense curiosity</strong> about mortals</li> <li data-xf-list-type="ul"><strong>Long memory</strong>, holding grudges for centuries</li> <li data-xf-list-type="ul"><strong>Protective instincts</strong>, even toward those who fear them</li> </ul><p>They are not naturally evil; even monstrous gargoyles are usually acting according to <strong>twisted purpose</strong>, not malice.</p><p></p><h3>Inter-Clan Relations</h3><p>Gargoyle clans rarely war with each other—buildings seldom feud—but political tensions arise when:</p><p></p><ul> <li data-xf-list-type="ul">Two structures claim the same territory</li> <li data-xf-list-type="ul">A city treats one building with reverence and another with neglect</li> <li data-xf-list-type="ul">A clan becomes corrupted by a cursed architect or malignant humor</li> <li data-xf-list-type="ul">One clan believes another has abandoned its sacred purpose</li> </ul><p>These conflicts tend to be quiet, subtle, territorial cold wars, fought in shadows and rooftops rather than battlefields.</p><p></p><p><strong>Gargoyle, Ruin-Born (Feral)</strong></p><p><em>Medium monstrosity (gargoyle), chaotic neutral</em></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 52 (8d8+16)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><table style='width: 100%'><tr><td><br /> <strong>STR</strong></td><td><br /> <strong>DEX</strong></td><td><br /> <strong>CON</strong></td><td><br /> <strong>INT</strong></td><td><br /> <strong>WIS</strong></td><td><br /> <strong>CHA</strong></td></tr><tr><td><br /> 15 (+2)</td><td><br /> 14 (+2)</td><td><br /> 15 (+2)</td><td><br /> 7 (–2)</td><td><br /> 12 (+1)</td><td><br /> 6 (–2)</td></tr></table><p><strong>Saving Throws</strong> Dex +4, Wis +3</p><p><strong>Skills</strong> Stealth +6, Perception +3</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> exhaustion, petrified, poisoned</p><p><strong>Senses</strong> darkvision 90 ft., tremorsense 20 ft., passive Perception 13</p><p><strong>Languages</strong> understands Terran and Common but can’t speak</p><p><strong>Challenge</strong> 4 (1,100 XP)</p><p><strong>Proficiency Bonus</strong> +2</p><p><strong>False Appearance (Rubble)</strong></p><p>While the gargoyle remains motionless, it is indistinguishable from fallen stones, cracked masonry, or debris.</p><p>Creatures have <strong>disadvantage</strong> on Wisdom (Perception) or Intelligence (Investigation) checks to identify it, unless using dwarven <strong>stonecunning</strong>, which negates the disadvantage.</p><p><strong>Ambush Predator</strong></p><p>The first time the gargoyle hits a creature that hasn’t acted yet in combat, the target takes an additional <strong>7 (2d6)</strong> slashing damage.</p><p><strong>Skitterstep</strong></p><p>If the gargoyle ends its movement adjacent to a wall, pillar, or broken structure, it may use a bonus action to <strong>Hide</strong> by flattening its body into a bas-relief shape.</p><p><strong>Ruin-Born Ferocity (Recharge 5–6)</strong></p><p>As a bonus action, the gargoyle enters a territorial frenzy for 1 minute:</p><ul> <li data-xf-list-type="ul">Gains advantage on attack rolls against creatures within 5 ft. of a wall, ruin, or structure.</li> <li data-xf-list-type="ul">Its movement does not provoke opportunity attacks while climbing or moving among rubble.</li> </ul><p><strong>Actions</strong></p><p><strong>Multiattack</strong></p><p>The gargoyle makes <strong>two</strong> attacks: one with its <strong>Bite</strong> and one with its <strong>Claws</strong>, or two Claw attacks.</p><p><strong>Bite</strong></p><p><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target.</p><p><em>Hit:</em> 6 (1d8+2) piercing damage.</p><p><strong>Claws</strong></p><p><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target.</p><p><em>Hit:</em> 7 (1d10+2) slashing damage.</p><p><strong>Rubble Pounce</strong></p><p>If the gargoyle jumps or falls at least 10 feet straight toward a creature and then hits it with a Claw attack on the same turn, the target must succeed on a <strong>DC 12 Strength saving throw</strong> or be knocked <strong>prone</strong> as the feral gargoyle lands atop it with crushing stone weight.</p><p><strong>Reactions</strong></p><p><strong>Rubble Skitter</strong></p><p>When a creature within 10 ft. misses the gargoyle with an attack, it may move up to half its speed without provoking opportunity attacks, but must end this movement adjacent to a wall, ruin, or debris.</p><p><strong>Role in the World</strong></p><p>Ruin-born gargoyles form from <strong>sites of abandonment, collapse, or ancient betrayal</strong>. They are the most animalistic of the kind—territorial ambush hunters that thrive in crumbled fortresses, toppled towers, burned-out keeps, deep chasms, and forgotten cities reclaimed by vines and dust.</p><p>They rarely speak, but communicate with other gargoyles via <strong>clicking stone language</strong> and rhythmic tapping across architecture—echoes that only other gargoyles perceive.</p><p>Where Cathedral-Born are guardians, Ruin-Born are <strong>stalkers</strong> and <strong>weepers</strong>—sad, hungry products of places that were broken long before adventurers arrived.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9807215, member: 10869"] good ideas everyone. I have to admit giving ink to underwater gargoyles makes me giggle so it will most likely happen. will go over the other feedback when I have time. [HEADING=1]Diet[/HEADING] Despite their imposing physiques and reputation as aerial ambush predators, gargoyles have surprisingly varied — and deeply symbolic — diets. Unlike most mundane creatures, gargoyles eat not to sustain flesh, but to [B]stabilize the humours and emotions that bind their living-stone bodies together[/B]. Their feeding habits reveal their origin, temperament, and potential threat to the unwary. [HEADING=2]Three Modes of Gargoyle Feeding[/HEADING] [HEADING=3]1. Structural Nutrients (Primary Diet)[/HEADING] Gargoyles consume [B]minerals, dust, mortar, and residue from stone or metalwork[/B]. They eat not by chewing but by pressing their fanged maws into the surface and “wicking” in particles through alchemical capillaries. Typical staples include: [LIST] [*]weathered brick [*]masonry dust [*]iron flakes (for rune-bearing gargoyles) [*]volcanic stone (energetic or aggressive clans) [*]compressed detritus (gum, tar, lichen, bird droppings) [/LIST] This is why gargoyles thrive on: [LIST] [*]old temples [*]fortress walls [*]ancient ruins [*]cliffside monasteries [*]crumbling mage towers [/LIST] Their environment [I]literally[/I] feeds them. [HEADING=3]2. Emotional Nutrients (Secondary Diet)[/HEADING] Born from architecture shaped by belief, fear, or grief, gargoyles feed on [B]ambient emotions[/B] that saturate their birthplace. This is not vampirism — more like emotional photosynthesis. Typical emotional flavors: [LIST] [*][B]Reverence & awe[/B] (cathedral gargoyles) [*][B]Anxiety & urgency[/B] (military fortress gargoyles) [*][B]Curiosity & dread[/B] (medical grotesques) [*][B]Melancholy & abandonment[/B] (ruin-born ferals) [*][B]Triumph & spectacle[/B] (arena gargoyles) [/LIST] In high-emotion places (battlefields, coliseums, disaster sites), gargoyles may grow faster, molt new plates, or awaken additional subspecies traits. [HEADING=3]3. Prey Consumption (Supplemental, situational)[/HEADING] Gargoyles [I]can[/I] eat biological creatures, but it is not strictly required. When they do: [LIST] [*]They extract [B]bone minerals[/B] [*]Absorb [B]emotional residue[/B] at death [*]Gain a temporary surge of [B]humor energy[/B] [/LIST] Feral variants — especially ruin-born gargoyles — incorporate traits of what they kill, gaining: [LIST] [*]sharper claws (from manual predators) [*]camouflage stone patterns [*]hollowed rib-vents to imitate predatory growls [/LIST] Most gargoyles, especially civilized clans, [B]avoid eating sapient beings[/B], seeing it as wasteful or sacrilegious. [HEADING=1]Behavior & Social Structure[/HEADING] Gargoyles are paradoxical creatures—part sentinel, part predator, part philosopher. Their behavior is shaped by the [B]architecture that birthed them[/B], but all gargoyles share a handful of universal instincts: [B]to watch, to guard, and to endure[/B]. These instincts run so deep that many sages claim gargoyles are less a “species” and more a [B]living expression of vigilance made stone[/B]. Despite their grim facade, gargoyles show a surprisingly broad emotional range when studied over time. They are capable of loyalty, stubbornness, territorial pride, and even a form of humor that manifests through deadpan stillness and perfectly timed movement (or lack thereof). Their behavior differs dramatically depending on whether they are awake or in Stone-Repose. [HEADING=2]Stone-Repose Behavior[/HEADING] When a gargoyle enters its daily Stone-Repose (either triggered by sunrise, sunset, or some other architectural resonance), its instincts shift to pure sentry-mode: [LIST] [*]They freeze in whatever posture best suits the structure’s aesthetic. [*]They stop breathing but continue sensing through tremors, flow of air, and faint magical vibrations. [*]They do not dream, but they [I]absorb impressions[/I]—chants echoing through a cathedral, screams in a dungeon, footsteps of invaders. [/LIST] Over centuries, this shapes their personalities into [B]echoes of the lives around them[/B], creating gargoyles that emulate priests, jesters, warriors, scholars, or the traumatized. [HEADING=2]Awake Behavior[/HEADING] When fully awake, gargoyles are: [HEADING=3]Cautious Observers[/HEADING] Gargoyles rarely speak first. They prefer to: [LIST] [*]Watch intruders from high vantage points. [*]Whisper silently to each other via subtle stone-clicks. [*]Move only when sure of their environment. [/LIST] This stillness often unnerves mortals; they are [I]too[/I] silent, [I]too[/I] motionless when watching. [HEADING=3]Purpose-Driven[/HEADING] A gargoyle always has a central [B]obligation[/B], usually inherited from its birth-structure. Examples: [LIST] [*][B]Cathedral gargoyles[/B] feel compelled to guard the pious or repel “corruption.” [*][B]Fortress gargoyles[/B] act as sentries and living battlements. [*][B]Medical grotesques[/B] obsessively observe anatomy, mutation, or “unwholesome growth.” [*][B]Ruin-born gargoyles[/B] feel duty-bound to protect their shattered home, often long after its people are dust. [/LIST] This can lead them into conflict with adventurers who accidentally trespass on their perceived mandate. [B]Fierce but Calculated Combatants[/B] Contrary to their brutish appearance, gargoyles are [I]patient hunters[/I]. When battle is unavoidable, they prefer ambush, misdirection, and battlefield control. Common tactics: [LIST] [*][B]Stillness Ambush:[/B] Remain statue-still until the enemy is directly beneath them. [*][B]Vertical Drop:[/B] A classic—plummet from above to grapple and drag prey upward. [*][B]Fragment Feints:[/B] Break off parts of themselves and hurl them to distract or mislead. [*][B]Chorused Movement:[/B] Several gargoyles move at once, but never in a predictable rhythm. [/LIST] Some move only when unseen, circling prey through blind corners or shifts in light. [HEADING=2][B]Social Structure[/B][/HEADING] Gargoyle society varies wildly by origin, but several structures appear again and again across cultures and worlds. [HEADING=3]Clans[/HEADING] The most common social unit is the [B]clan[/B]—a group of gargoyles originating from the same building or region, bound by shared “humor-imprint.” A clan typically consists of: [LIST] [*][B]Elders (the most ancient)[/B] [*][B]Sentinels (patrol leaders)[/B] [*][B]Youths (recent awakenings or nascent stone)[/B] [*][B]The Heartstone[/B] — the immobile core or “egg-chamber” that all gargoyles feel compelled to protect [/LIST] Clans live communally, sharing memory through: [LIST] [*][B]Stone-touch exchanges[/B] (melding fingertips to transfer impressions) [*][B]Humidity humors[/B] (temporary psychic link through shared breathing of dust) [*][B]Tremor-speak[/B], a language of micro-vibrations [/LIST] [HEADING=3]Territoriality[/HEADING] Gargoyles are territorial but not expansionist. They do not seek conquest or land—only [B]guardianship[/B]. A gargoyle considers territory to include: [LIST] [*]Its birthplace [*]The sky above it [*]Any structure it has chosen to defend [*]Any people or groups it has “adopted” [/LIST] This can create conflicts when: [LIST] [*]Adventurers explore ancient ruins [*]Archaeologists “steal their history” [*]Rogue mages attempt to harvest magical stone [*]Criminals use their buildings as hideouts [*]Royal edicts repurpose structures they were sworn to protect [/LIST] Gargoyles will fight bitterly not for land, but for [B]purpose[/B]. [HEADING=2]Personality & Emotional Range[/HEADING] Gargoyles exhibit: [LIST] [*][B]Dry humor[/B] (usually in the form of perfect stillness or dramatic pauses) [*][B]Fierce loyalty[/B] (once earned, they consider allies part of the structure they protect) [*][B]Intense curiosity[/B] about mortals [*][B]Long memory[/B], holding grudges for centuries [*][B]Protective instincts[/B], even toward those who fear them [/LIST] They are not naturally evil; even monstrous gargoyles are usually acting according to [B]twisted purpose[/B], not malice. [HEADING=2]Inter-Clan Relations[/HEADING] Gargoyle clans rarely war with each other—buildings seldom feud—but political tensions arise when: [LIST] [*]Two structures claim the same territory [*]A city treats one building with reverence and another with neglect [*]A clan becomes corrupted by a cursed architect or malignant humor [*]One clan believes another has abandoned its sacred purpose [/LIST] These conflicts tend to be quiet, subtle, territorial cold wars, fought in shadows and rooftops rather than battlefields. [B]Gargoyle, Ruin-Born (Feral)[/B] [I]Medium monstrosity (gargoyle), chaotic neutral[/I] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 52 (8d8+16) [B]Speed[/B] 30 ft., climb 30 ft. [TABLE] [TR] [td] [B]STR[/B][/td] [td] [B]DEX[/B][/td] [td] [B]CON[/B][/td] [td] [B]INT[/B][/td] [td] [B]WIS[/B][/td] [td] [B]CHA[/B][/td] [/TR] [TR] [td] 15 (+2)[/td] [td] 14 (+2)[/td] [td] 15 (+2)[/td] [td] 7 (–2)[/td] [td] 12 (+1)[/td] [td] 6 (–2)[/td] [/TR] [/TABLE] [B]Saving Throws[/B] Dex +4, Wis +3 [B]Skills[/B] Stealth +6, Perception +3 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] exhaustion, petrified, poisoned [B]Senses[/B] darkvision 90 ft., tremorsense 20 ft., passive Perception 13 [B]Languages[/B] understands Terran and Common but can’t speak [B]Challenge[/B] 4 (1,100 XP) [B]Proficiency Bonus[/B] +2 [B]False Appearance (Rubble)[/B] While the gargoyle remains motionless, it is indistinguishable from fallen stones, cracked masonry, or debris. Creatures have [B]disadvantage[/B] on Wisdom (Perception) or Intelligence (Investigation) checks to identify it, unless using dwarven [B]stonecunning[/B], which negates the disadvantage. [B]Ambush Predator[/B] The first time the gargoyle hits a creature that hasn’t acted yet in combat, the target takes an additional [B]7 (2d6)[/B] slashing damage. [B]Skitterstep[/B] If the gargoyle ends its movement adjacent to a wall, pillar, or broken structure, it may use a bonus action to [B]Hide[/B] by flattening its body into a bas-relief shape. [B]Ruin-Born Ferocity (Recharge 5–6)[/B] As a bonus action, the gargoyle enters a territorial frenzy for 1 minute: [LIST] [*]Gains advantage on attack rolls against creatures within 5 ft. of a wall, ruin, or structure. [*]Its movement does not provoke opportunity attacks while climbing or moving among rubble. [/LIST] [B]Actions Multiattack[/B] The gargoyle makes [B]two[/B] attacks: one with its [B]Bite[/B] and one with its [B]Claws[/B], or two Claw attacks. [B]Bite[/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d8+2) piercing damage. [B]Claws[/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d10+2) slashing damage. [B]Rubble Pounce[/B] If the gargoyle jumps or falls at least 10 feet straight toward a creature and then hits it with a Claw attack on the same turn, the target must succeed on a [B]DC 12 Strength saving throw[/B] or be knocked [B]prone[/B] as the feral gargoyle lands atop it with crushing stone weight. [B]Reactions Rubble Skitter[/B] When a creature within 10 ft. misses the gargoyle with an attack, it may move up to half its speed without provoking opportunity attacks, but must end this movement adjacent to a wall, ruin, or debris. [B]Role in the World[/B] Ruin-born gargoyles form from [B]sites of abandonment, collapse, or ancient betrayal[/B]. They are the most animalistic of the kind—territorial ambush hunters that thrive in crumbled fortresses, toppled towers, burned-out keeps, deep chasms, and forgotten cities reclaimed by vines and dust. They rarely speak, but communicate with other gargoyles via [B]clicking stone language[/B] and rhythmic tapping across architecture—echoes that only other gargoyles perceive. Where Cathedral-Born are guardians, Ruin-Born are [B]stalkers[/B] and [B]weepers[/B]—sad, hungry products of places that were broken long before adventurers arrived. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Gargoyles need to be redone.
Top