Gargoyle
CE Large monstrous humanoid (earth)
Init +6; Senses darkvision 60 ft.; Perception +5
Defense AC 18, touch 11, flat-footed 17 (+7 natural)
hp 52 (5d10+25)
Fort +6, Ref +5, Will +4
DR 10/magic
Offense Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +9 (1d8+4), bite +9 (1d6+4), gore +9 (1d6+4), slam +9 (1d6+4)
Statistics Str 19, Dex 12, Con 20, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +9; CMD 20
FeatsHover, Improved Initiative, Skill Focus (Fly)
Skills Fly +11, Perception +5, Stealth +10 (+16 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ Freeze, Natural Attack racial trait (advanced), Spell-Like Ability, Lesser magical trait (Keep Watch), Giant Creature template
Ecology Environment any
Organization solitary, pair, or wing (3–12) Treasure standard
Special Abilities Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Gargoyles:
Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called “wings” for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night.
The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region’s architectural styles. The changes a gargoyle’s appearance undergoes are slow and subtle, but over the course of years, it can shift radically.
One unusual variant of gargoyle dwells not amid buildings and ruins but under the waves of the sea. These creatures are known as kapoacinths—they have the same basic statistics as normal gargoyles, save that they have the aquatic subtype and their wings grant them a swim speed of 60 feet (but are useless for actual flight). Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle.
Background
Karlov believes he is an ancient gargoyle, hundreds, perhaps thousands, of years old. However, unlike many ancient beings, he does not retain most of his memories. He has a smattering of memories from long ago when he lived in different environments, but most of them are from the past few decades of his time in the human city of Caliphas. He treasures those memories as they are the last he has of a time when he could hunt his prey and strike when their fear was greatest.
The memories of his ordeals as the undead wave swept through that city and wasted all of the precious meat is something he scrutinizes in his mind's eye several times a day. His wings allowed him to escape that doomed city, and the safest path for him led him to Haven. Now he is forced to eat dead things that are beyond fear or the occasional human who has grown up knowing their purpose is to be eaten. It's not the same.
Being so old has imparted some modicum of wisdom on Karlov, even if he no longer retains the memories that spawned wuch wisdom. He recognizes that he needs to cooperate with the other inhabitants of Haven until such time as he no longer needs Lungarfiliax's protection. Karlov is very good at waiting.
He spends his days volunteering to scout and work out his aggression against Haven's undead intruders. He enjoys the respect that some give him due to his willingness to cooperate and fighting accumen, a sensation he doesn't recall experiencing before, even among the other gargoyles.
Description
At his advanced age, Karlov is bigger than most gargoyles, forcing him to choose his perches more carefully than most of his race. The use of his Freeze ability is second nature to him, causing him to appear statue-like unless he is actively talking, flying, or killing.
He's more cunning than intelligent, and... well, he's not smart. He's just not.
Karlov's skin resembles dark gray rock. He has a huge, bat-like wings that he keeps close to his sides when he perches. His hands end in vicious, four-fingered claws, and a long, smooth horn sits on his short snout above a maw filled with jagged teeth that he is always ready to bare. He has no eyelids with which to blink.