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Gargoyles need to be redone.
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<blockquote data-quote="Shades of Eternity" data-source="post: 9807864" data-attributes="member: 10869"><p>These special dietary talks have amused me greatly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><h2>Relationships With Other Factions & Creatures</h2><p><em>How gargoyles fit into the social, political, and monstrous fabric of a typical fantasy world.</em></p><p></p><h3>Gargoyles & Civilized Factions</h3><h4>Churches, Temples, and Sacred Orders — “The Oldest Employers”</h4><p>Temples are simultaneously the greatest <strong>creators</strong>, <strong>caretakers</strong>, and sometimes <strong>victims</strong> of gargoyles.</p><ul> <li data-xf-list-type="ul"><strong>Positive:</strong></li> <li data-xf-list-type="ul">Many temples see gargoyles as <strong>divinely ordained protectors</strong>, sculpted to watch over holy sites.</li> <li data-xf-list-type="ul">Some Orders of Paladins ritualize the “Awakening of the Watcher,” where a new gargoyle is blessed and integrated into the temple’s defenses.</li> <li data-xf-list-type="ul">Clerics of Vigil, Light, Knowledge, or Protection domains often form <strong>pacts of mutual guardianship</strong> with gargoyle clans.</li> <li data-xf-list-type="ul"><strong>Negative:</strong></li> <li data-xf-list-type="ul">Zealous or corrupt clergy may try to “own” gargoyles, treating them as indentured guardians.</li> <li data-xf-list-type="ul">Gargoyles grown from temples desecrated by war often harbor <strong>bitterness toward the religion</strong> that abandoned them.</li> </ul><p><strong>Key Conflict:</strong></p><p>Temples try to treat gargoyles like constructs; gargoyles insist they are people.</p><p></p><h4>Nobility, Militias, & Urban Government — “Stonework is Infrastructure”</h4><p>City rulers appreciate gargoyles’ usefulness—gliding scouts, silent watchers, and literal rooftop patrols.</p><ul> <li data-xf-list-type="ul"><strong>Positive:</strong></li> <li data-xf-list-type="ul">Gargoyles serve as <strong>night guards</strong>, eliminating rooftop thieves and flying pests (stirges, imps).</li> <li data-xf-list-type="ul">Nobles may grant gargoyles partial citizenship or “limited personhood” in exchange for protection.</li> <li data-xf-list-type="ul">Some cities hire gargoyle clans as a <strong>stoneworker militia</strong>, able to perch silently and strike at invaders.</li> <li data-xf-list-type="ul"><strong>Negative:</strong></li> <li data-xf-list-type="ul">Nobles fear gargoyle autonomy; laws may forbid them from gathering in groups (to prevent rebellions).</li> <li data-xf-list-type="ul">Governments often demand they wear sigils or crests to prove loyalty—something many gargoyles interpret as <strong>branding</strong>.</li> </ul><p><strong>Key Conflict:</strong></p><p>Nobles want gargoyles to be predictable; gargoyles resist being used as statues with schedules.</p><p></p><h4>Universities, Arcanists & Mage Guilds — “Alchemical Curiosity”</h4><p>Gargoyles shaped by medical colleges and wizard towers fascinate the magical elite.</p><ul> <li data-xf-list-type="ul"><strong>Positive:</strong></li> <li data-xf-list-type="ul">Scholars treat gargoyles as <strong>living case studies</strong> in geomancy, alchemy, and elemental life.</li> <li data-xf-list-type="ul">Arcane researchers may collaborate with gargoyles, documenting humor-core anatomy and stone sleep cycles.</li> <li data-xf-list-type="ul">Golemcrafters admire gargoyles as the “natural evolution” of construct magic.</li> <li data-xf-list-type="ul"><strong>Negative:</strong></li> <li data-xf-list-type="ul">Some arcanists feel entitled to <strong>dissect</strong> or <strong>harvest</strong> pieces from gargoyles (“purely for research”).</li> <li data-xf-list-type="ul">Wizards often assume gargoyles are elementals or constructs and treat them accordingly.</li> <li data-xf-list-type="ul">Magical experiments can warp newborn gargoyles into unstable variants.</li> </ul><p><strong>Key Conflict:</strong></p><p>Gargoyles respect knowledge, but despise being treated as specimens.</p><p></p><h4>Guilds, Merchants, & Laborers — “Stonework Solidarity”</h4><p>Gargoyles have a complex relationship with the working class.</p><ul> <li data-xf-list-type="ul"><strong>Positive:</strong></li> <li data-xf-list-type="ul">Stonemasons view gargoyles as <strong>honorary colleagues</strong> and admire their intuitive geological knowledge.</li> <li data-xf-list-type="ul">Blacksmiths may collaborate with gargoyles to create metal-reinforced armor, fused into their bodies.</li> <li data-xf-list-type="ul">Courier and messenger guilds sometimes hire gargoyles for <strong>sky-route deliveries</strong> (gliding, not flying).</li> <li data-xf-list-type="ul"><strong>Negative:</strong></li> <li data-xf-list-type="ul">Miners fear gargoyles, believing them to be omens or guardians of forbidden tunnels.</li> <li data-xf-list-type="ul">Labor guilds distrust them for “taking jobs that could go to the living.”</li> </ul><p><strong>Key Conflict:</strong></p><p>Gargoyles can be helpful, but their mere presence unsettles workers who see them as reminders of mortality turned to stone.</p><p></p><h3>Gargoyles & Other Monsters</h3><h4>Orcs, Gnolls, & Other Savage Humanoids</h4><p>Savage tribes treat gargoyles as:</p><ul> <li data-xf-list-type="ul"><strong>Threats</strong> (if defending a structure)</li> <li data-xf-list-type="ul"><strong>Honored trophies</strong> (broken heads become totems)</li> <li data-xf-list-type="ul"><strong>Useful allies</strong> (in rare, mutually respected truces)</li> </ul><p>Gargoyles respect courage and despise needless cruelty, so alliances with honorable orc clans are not unheard of.</p><p></p><h4>Drow, Duergar & Deep-Dwelling Societies</h4><p>Gargoyles of subterranean origin strike uneasy alliances with the Underdark.</p><ul> <li data-xf-list-type="ul"><strong>Drow:</strong> seek to enslave gargoyles as immobile watch-beasts.</li> <li data-xf-list-type="ul"><strong>Duergar:</strong> admire gargoyle craftsmanship but covet their mineral cores.</li> <li data-xf-list-type="ul"><strong>Derro:</strong> attempt horrific experiments to “improve” them.</li> </ul><p>Most gargoyles avoid the Underdark unless born from its twisted stone.</p><p></p><h4>Dragons — “The Makers of Monsters & Movers of Stone”</h4><p>Dragons—especially earth, blue, or shadow dragons—sometimes create gargoyles intentionally.</p><ul> <li data-xf-list-type="ul"><strong>Positive:</strong></li> <li data-xf-list-type="ul">Dragons see gargoyles as useful minions or guardians of hoards.</li> <li data-xf-list-type="ul">Some gargoyles treat dragons with reverence as ancient stone-singers.</li> <li data-xf-list-type="ul"><strong>Negative:</strong></li> <li data-xf-list-type="ul">Gargoyles despise being treated as disposable statues.</li> <li data-xf-list-type="ul">Dragons occasionally cannibalize gargoyles, seeing their mineral bodies as magical nourishment.</li> </ul><p><strong>Key Conflict:</strong></p><p>Gargoyles often rebel against draconic tyranny, leading to spectacular rooftop battles.</p><h4>Undead — “Opposites of Creation”</h4><p>Undead and gargoyles clash instinctively.</p><ul> <li data-xf-list-type="ul">Stone sleep emits <strong>life resonance</strong>, which undead loathe.</li> <li data-xf-list-type="ul">Gargoyles see undead as blasphemous distortions of memory and architecture.</li> <li data-xf-list-type="ul">Zombies and skeletons ignore stone-sleeping gargoyles until too late.</li> </ul><p><strong>Unique Conflict:</strong></p><p>Gargoyles cannot smell or sense undeath easily—making some undead (like wights or vampires) their most dangerous foes.</p><h4>Constructs, Golems & Elementals</h4><p>Gargoyles straddle the categories of creature and construction.</p><ul> <li data-xf-list-type="ul"><strong>Golems</strong> see gargoyles as rivals—proof that stone can be alive without enslavement.</li> <li data-xf-list-type="ul"><strong>Earth elementals</strong> treat gargoyles as distant kin, but consider them soft, fragile, and contaminated by mortal emotions.</li> <li data-xf-list-type="ul"><strong>Animated statues</strong> sometimes imprint on gargoyles, following them like confused younger siblings.</li> </ul><p>This creates delightful roleplaying opportunities with “rock puppies.”</p><h4>Fey, Hags, & Tricksters — “Beautiful Stone, Beautiful Secrets”</h4><p>Fey creatures love gargoyles.</p><ul> <li data-xf-list-type="ul">Their emotional cores resonate with fairy magic.</li> <li data-xf-list-type="ul">Hags try to harvest their humors for alchemical potions.</li> <li data-xf-list-type="ul">Archfey may recruit gargoyles as stone-faced storytellers.</li> </ul><p>Fey often prank gargoyles by <strong>repainting them</strong> while they sleep.</p><p></p><p>Gargoyles tolerate this with exhausted dignity.</p><p></p><h4>Aberrations — “Alien Carvers”</h4><p>Gargoyles regard aberrations with one universal emotion: <strong>revulsion</strong>.</p><ul> <li data-xf-list-type="ul">Mind flayers see gargoyles as “inedible but irritating stone guardians.”</li> <li data-xf-list-type="ul">Beholders love using gargoyles as <strong>living turret platforms</strong> unless the gargoyles rebel.</li> <li data-xf-list-type="ul">Aboleths cannot dominate them directly, but can rewrite the memories of the stones they are tied to, creating horrific “Recarved Gargoyles.”</li> </ul><p>Abominations such as gibbering mouthers terrify gargoyles by warping stone into slurry.</p><p></p><p><strong>Gargoyle, Cathedral-Born</strong></p><p><strong></strong></p><p><strong>Medium Elemental, Lawful Neutral</strong></p><p><strong></strong></p><p><strong>Armor Class</strong> 16 (natural armor)</p><p><strong>Hit Points</strong> 75 (10d8 + 30)</p><p><strong>Speed</strong> 30 ft., fly 40 ft. (glide capability; cannot hover)</p><p></p><p>STR 16 (+3)</p><p>DEX 14 (+2)</p><p>CON 16 (+3)</p><p>INT 8 (−1)</p><p>WIS 14 (+2)</p><p>CHA 12 (+1)</p><p></p><p><strong>Saving Throws</strong> Wis +4, Con +5</p><p><strong>Skills</strong> Perception +4, Religion +2</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> radiant</p><p><strong>Damage Vulnerabilities</strong> thunder</p><p><strong>Condition Immunities</strong> petrified</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Terran, Celestial, understands Common but rarely speaks</p><p><strong>Challenge</strong> 4 (1,100 XP)</p><p><strong>Proficiency Bonus</strong> +2</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>False Appearance (Statue).</strong></p><p></p><p>While motionless, the gargoyle is indistinguishable from a stone statue or sacred ornamentation (angelic figure, grotesque, sentinel carving).</p><p>Creatures have <strong>disadvantage</strong> on Wisdom (Perception) or Intelligence (Investigation) checks to discern its true nature.A creature with <strong>stonecunning</strong> automatically succeeds.</p><p></p><p><strong>Stone Sleep (Diurnal or Nocturnal).</strong></p><p></p><p>When its chosen trigger occurs (commonly sunrise), the gargoyle turns to inert stone. While in this form:</p><ul> <li data-xf-list-type="ul">It is <strong>incapacitated</strong> and <strong>immobile</strong></li> <li data-xf-list-type="ul">It regains <strong>10 hit points</strong></li> <li data-xf-list-type="ul">It is treated as an <strong>object</strong> with AC 17 and resistance to all damage except thunder</li> </ul><p>The gargoyle can end Stone Sleep early if its bonded site is threatened.</p><p></p><p><strong>Radiant Veins.</strong></p><p></p><p>The gargoyle sheds faint, holy glimmers when agitated. It has <strong>advantage on saving throws against being charmed or frightened</strong>.</p><p></p><p><strong>Guardian’s Oath.</strong></p><p></p><p>The gargoyle is magically bound to protect a structure or sanctum. It gains <strong>advantage on attack rolls and saving throws</strong> made within 120 feet of its bonded site.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong></p><p></p><p>The gargoyle makes two attacks: one with its <strong>Claws</strong> and one with its <strong>Radiant Spit</strong> (or two Claw attacks).</p><p></p><p><strong>Claws. <em>Melee Weapon Attack:</em> </strong>+5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage.</p><p></p><p><strong>Radiant Spit. </strong><em>Ranged Spell Attack:</em> +4 to hit, range 30 ft., one target. <em>Hit:</em> 9 (2d8) radiant damage. If the target is undead or fiendish, it must succeed on a DC 13 Wisdom save or be blinded until the end of its next turn.</p><p></p><p><strong>Sanctified Glare (Recharge 5–6).</strong></p><p></p><p>The gargoyle’s stained-glass eyes ignite with radiant sigils. Creatures of the gargoyle’s choice within a 15-foot cone must make a <strong>DC 12 Wisdom saving throw</strong>.</p><p>On a failure:</p><ul> <li data-xf-list-type="ul">Take 14 (4d6) radiant damage</li> <li data-xf-list-type="ul">Are <strong>frozen in awe</strong>, reducing speed to 0 until the end of their next turn</li> </ul><p>On a success:</p><ul> <li data-xf-list-type="ul">Take half damage, no speed reduction</li> </ul><p></p><p><strong>Reactions</strong></p><p><strong>Warden’s Intercession.</strong></p><p>When a creature within 5 feet attacks a cleric, paladin, or creature designated as a "protector," the gargoyle imposes <strong>disadvantage</strong> on the attack roll.</p><p></p><p><strong>Description & Lore</strong></p><p><strong></strong></p><p><strong>Architectural Echoes</strong></p><p>A cathedral-born gargoyle’s skin resembles the style of the sacred structure—Gothic pinnacles, rose-window fractals, ribbed vaulting, or smooth marble lines.</p><p></p><p><strong>Scent of Sanctuary</strong></p><p>These gargoyles radiate an aura of calm; animals often sit near them, and holy symbols placed on or near them glow faintly.</p><p></p><p><strong>Why They Attack</strong></p><ul> <li data-xf-list-type="ul">A sacred site is defiled</li> <li data-xf-list-type="ul">A relic, bell, or altar is threatened</li> <li data-xf-list-type="ul">Adventurers are mistaken for grave robbers</li> <li data-xf-list-type="ul">Demons or undead are nearby</li> <li data-xf-list-type="ul">A violated vow awakens them from stone sleep</li> </ul><p></p><p><strong>Using Cathedral-Born Gargoyles in Play</strong></p><p></p><p>They make excellent:</p><ul> <li data-xf-list-type="ul"><strong>Temple guardians</strong></li> <li data-xf-list-type="ul"><strong>Paladin allies</strong></li> <li data-xf-list-type="ul"><strong>Plot devices</strong> (they remember centuries of prayer and whispers)</li> <li data-xf-list-type="ul"><strong>Boss fight lieutenants</strong> in divine or anti-undead arcs</li> </ul><p>They are not inherently hostile; they judge intruders by intent, not by species.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9807864, member: 10869"] These special dietary talks have amused me greatly. :D [HEADING=1]Relationships With Other Factions & Creatures[/HEADING] [I]How gargoyles fit into the social, political, and monstrous fabric of a typical fantasy world.[/I] [HEADING=2]Gargoyles & Civilized Factions[/HEADING] [HEADING=3]Churches, Temples, and Sacred Orders — “The Oldest Employers”[/HEADING] Temples are simultaneously the greatest [B]creators[/B], [B]caretakers[/B], and sometimes [B]victims[/B] of gargoyles. [LIST] [*][B]Positive:[/B] [*]Many temples see gargoyles as [B]divinely ordained protectors[/B], sculpted to watch over holy sites. [*]Some Orders of Paladins ritualize the “Awakening of the Watcher,” where a new gargoyle is blessed and integrated into the temple’s defenses. [*]Clerics of Vigil, Light, Knowledge, or Protection domains often form [B]pacts of mutual guardianship[/B] with gargoyle clans. [*][B]Negative:[/B] [*]Zealous or corrupt clergy may try to “own” gargoyles, treating them as indentured guardians. [*]Gargoyles grown from temples desecrated by war often harbor [B]bitterness toward the religion[/B] that abandoned them. [/LIST] [B]Key Conflict:[/B] Temples try to treat gargoyles like constructs; gargoyles insist they are people. [HEADING=3]Nobility, Militias, & Urban Government — “Stonework is Infrastructure”[/HEADING] City rulers appreciate gargoyles’ usefulness—gliding scouts, silent watchers, and literal rooftop patrols. [LIST] [*][B]Positive:[/B] [*]Gargoyles serve as [B]night guards[/B], eliminating rooftop thieves and flying pests (stirges, imps). [*]Nobles may grant gargoyles partial citizenship or “limited personhood” in exchange for protection. [*]Some cities hire gargoyle clans as a [B]stoneworker militia[/B], able to perch silently and strike at invaders. [*][B]Negative:[/B] [*]Nobles fear gargoyle autonomy; laws may forbid them from gathering in groups (to prevent rebellions). [*]Governments often demand they wear sigils or crests to prove loyalty—something many gargoyles interpret as [B]branding[/B]. [/LIST] [B]Key Conflict:[/B] Nobles want gargoyles to be predictable; gargoyles resist being used as statues with schedules. [HEADING=3]Universities, Arcanists & Mage Guilds — “Alchemical Curiosity”[/HEADING] Gargoyles shaped by medical colleges and wizard towers fascinate the magical elite. [LIST] [*][B]Positive:[/B] [*]Scholars treat gargoyles as [B]living case studies[/B] in geomancy, alchemy, and elemental life. [*]Arcane researchers may collaborate with gargoyles, documenting humor-core anatomy and stone sleep cycles. [*]Golemcrafters admire gargoyles as the “natural evolution” of construct magic. [*][B]Negative:[/B] [*]Some arcanists feel entitled to [B]dissect[/B] or [B]harvest[/B] pieces from gargoyles (“purely for research”). [*]Wizards often assume gargoyles are elementals or constructs and treat them accordingly. [*]Magical experiments can warp newborn gargoyles into unstable variants. [/LIST] [B]Key Conflict:[/B] Gargoyles respect knowledge, but despise being treated as specimens. [HEADING=3]Guilds, Merchants, & Laborers — “Stonework Solidarity”[/HEADING] Gargoyles have a complex relationship with the working class. [LIST] [*][B]Positive:[/B] [*]Stonemasons view gargoyles as [B]honorary colleagues[/B] and admire their intuitive geological knowledge. [*]Blacksmiths may collaborate with gargoyles to create metal-reinforced armor, fused into their bodies. [*]Courier and messenger guilds sometimes hire gargoyles for [B]sky-route deliveries[/B] (gliding, not flying). [*][B]Negative:[/B] [*]Miners fear gargoyles, believing them to be omens or guardians of forbidden tunnels. [*]Labor guilds distrust them for “taking jobs that could go to the living.” [/LIST] [B]Key Conflict:[/B] Gargoyles can be helpful, but their mere presence unsettles workers who see them as reminders of mortality turned to stone. [HEADING=2]Gargoyles & Other Monsters[/HEADING] [HEADING=3]Orcs, Gnolls, & Other Savage Humanoids[/HEADING] Savage tribes treat gargoyles as: [LIST] [*][B]Threats[/B] (if defending a structure) [*][B]Honored trophies[/B] (broken heads become totems) [*][B]Useful allies[/B] (in rare, mutually respected truces) [/LIST] Gargoyles respect courage and despise needless cruelty, so alliances with honorable orc clans are not unheard of. [HEADING=3]Drow, Duergar & Deep-Dwelling Societies[/HEADING] Gargoyles of subterranean origin strike uneasy alliances with the Underdark. [LIST] [*][B]Drow:[/B] seek to enslave gargoyles as immobile watch-beasts. [*][B]Duergar:[/B] admire gargoyle craftsmanship but covet their mineral cores. [*][B]Derro:[/B] attempt horrific experiments to “improve” them. [/LIST] Most gargoyles avoid the Underdark unless born from its twisted stone. [HEADING=3]Dragons — “The Makers of Monsters & Movers of Stone”[/HEADING] Dragons—especially earth, blue, or shadow dragons—sometimes create gargoyles intentionally. [LIST] [*][B]Positive:[/B] [*]Dragons see gargoyles as useful minions or guardians of hoards. [*]Some gargoyles treat dragons with reverence as ancient stone-singers. [*][B]Negative:[/B] [*]Gargoyles despise being treated as disposable statues. [*]Dragons occasionally cannibalize gargoyles, seeing their mineral bodies as magical nourishment. [/LIST] [B]Key Conflict:[/B] Gargoyles often rebel against draconic tyranny, leading to spectacular rooftop battles. [HEADING=3]Undead — “Opposites of Creation”[/HEADING] Undead and gargoyles clash instinctively. [LIST] [*]Stone sleep emits [B]life resonance[/B], which undead loathe. [*]Gargoyles see undead as blasphemous distortions of memory and architecture. [*]Zombies and skeletons ignore stone-sleeping gargoyles until too late. [/LIST] [B]Unique Conflict:[/B] Gargoyles cannot smell or sense undeath easily—making some undead (like wights or vampires) their most dangerous foes. [HEADING=3]Constructs, Golems & Elementals[/HEADING] Gargoyles straddle the categories of creature and construction. [LIST] [*][B]Golems[/B] see gargoyles as rivals—proof that stone can be alive without enslavement. [*][B]Earth elementals[/B] treat gargoyles as distant kin, but consider them soft, fragile, and contaminated by mortal emotions. [*][B]Animated statues[/B] sometimes imprint on gargoyles, following them like confused younger siblings. [/LIST] This creates delightful roleplaying opportunities with “rock puppies.” [HEADING=3]Fey, Hags, & Tricksters — “Beautiful Stone, Beautiful Secrets”[/HEADING] Fey creatures love gargoyles. [LIST] [*]Their emotional cores resonate with fairy magic. [*]Hags try to harvest their humors for alchemical potions. [*]Archfey may recruit gargoyles as stone-faced storytellers. [/LIST] Fey often prank gargoyles by [B]repainting them[/B] while they sleep. Gargoyles tolerate this with exhausted dignity. [HEADING=3]Aberrations — “Alien Carvers”[/HEADING] Gargoyles regard aberrations with one universal emotion: [B]revulsion[/B]. [LIST] [*]Mind flayers see gargoyles as “inedible but irritating stone guardians.” [*]Beholders love using gargoyles as [B]living turret platforms[/B] unless the gargoyles rebel. [*]Aboleths cannot dominate them directly, but can rewrite the memories of the stones they are tied to, creating horrific “Recarved Gargoyles.” [/LIST] Abominations such as gibbering mouthers terrify gargoyles by warping stone into slurry. [B]Gargoyle, Cathedral-Born Medium Elemental, Lawful Neutral Armor Class[/B] 16 (natural armor) [B]Hit Points[/B] 75 (10d8 + 30) [B]Speed[/B] 30 ft., fly 40 ft. (glide capability; cannot hover) STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 8 (−1) WIS 14 (+2) CHA 12 (+1) [B]Saving Throws[/B] Wis +4, Con +5 [B]Skills[/B] Perception +4, Religion +2 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] radiant [B]Damage Vulnerabilities[/B] thunder [B]Condition Immunities[/B] petrified [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] Terran, Celestial, understands Common but rarely speaks [B]Challenge[/B] 4 (1,100 XP) [B]Proficiency Bonus[/B] +2 [B]Traits False Appearance (Statue).[/B] While motionless, the gargoyle is indistinguishable from a stone statue or sacred ornamentation (angelic figure, grotesque, sentinel carving). Creatures have [B]disadvantage[/B] on Wisdom (Perception) or Intelligence (Investigation) checks to discern its true nature.A creature with [B]stonecunning[/B] automatically succeeds. [B]Stone Sleep (Diurnal or Nocturnal).[/B] When its chosen trigger occurs (commonly sunrise), the gargoyle turns to inert stone. While in this form: [LIST] [*]It is [B]incapacitated[/B] and [B]immobile[/B] [*]It regains [B]10 hit points[/B] [*]It is treated as an [B]object[/B] with AC 17 and resistance to all damage except thunder [/LIST] The gargoyle can end Stone Sleep early if its bonded site is threatened. [B]Radiant Veins.[/B] The gargoyle sheds faint, holy glimmers when agitated. It has [B]advantage on saving throws against being charmed or frightened[/B]. [B]Guardian’s Oath.[/B] The gargoyle is magically bound to protect a structure or sanctum. It gains [B]advantage on attack rolls and saving throws[/B] made within 120 feet of its bonded site. [B]Actions Multiattack.[/B] The gargoyle makes two attacks: one with its [B]Claws[/B] and one with its [B]Radiant Spit[/B] (or two Claw attacks). [B]Claws. [I]Melee Weapon Attack:[/I] [/B]+5 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (2d6 + 3) slashing damage. [B]Radiant Spit. [/B][I]Ranged Spell Attack:[/I] +4 to hit, range 30 ft., one target. [I]Hit:[/I] 9 (2d8) radiant damage. If the target is undead or fiendish, it must succeed on a DC 13 Wisdom save or be blinded until the end of its next turn. [B]Sanctified Glare (Recharge 5–6).[/B] The gargoyle’s stained-glass eyes ignite with radiant sigils. Creatures of the gargoyle’s choice within a 15-foot cone must make a [B]DC 12 Wisdom saving throw[/B]. On a failure: [LIST] [*]Take 14 (4d6) radiant damage [*]Are [B]frozen in awe[/B], reducing speed to 0 until the end of their next turn [/LIST] On a success: [LIST] [*]Take half damage, no speed reduction [/LIST] [B]Reactions Warden’s Intercession.[/B] When a creature within 5 feet attacks a cleric, paladin, or creature designated as a "protector," the gargoyle imposes [B]disadvantage[/B] on the attack roll. [B]Description & Lore Architectural Echoes[/B] A cathedral-born gargoyle’s skin resembles the style of the sacred structure—Gothic pinnacles, rose-window fractals, ribbed vaulting, or smooth marble lines. [B]Scent of Sanctuary[/B] These gargoyles radiate an aura of calm; animals often sit near them, and holy symbols placed on or near them glow faintly. [B]Why They Attack[/B] [LIST] [*]A sacred site is defiled [*]A relic, bell, or altar is threatened [*]Adventurers are mistaken for grave robbers [*]Demons or undead are nearby [*]A violated vow awakens them from stone sleep [/LIST] [B]Using Cathedral-Born Gargoyles in Play[/B] They make excellent: [LIST] [*][B]Temple guardians[/B] [*][B]Paladin allies[/B] [*][B]Plot devices[/B] (they remember centuries of prayer and whispers) [*][B]Boss fight lieutenants[/B] in divine or anti-undead arcs [/LIST] They are not inherently hostile; they judge intruders by intent, not by species. [/QUOTE]
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Gargoyles need to be redone.
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