Gargoyles


Homebrew and House Rules


Gooday

I always though Gargoyles were under used and would make a good elder race for a fantasy world. So here's what i've used in the past -

Gargoyle
========
Menacing bat-winged humanoids with stone-like skin and horned heads.
N Magical Humanoid (Earth)
Speed 40 ft., fly 60 ft. (average)
Senses: Darkvision 60 feet, Low-light vision.
Languages Common, Dwarven, Terran.
Environment any.
Organization solitary, pair, or wing (3–12).
Treasure standard.

Gargoyles were created long ago by the Dwarves as guardians against their many foes. Over time Gargoyles left and formed their own lands but sometimes ally with Dwarves against Dragons and Giants. Gargoyles never ally with Dragons or Giants, and care little for religion.

Gargoyles are Wizards. Level as per Hit Dice. Gargoyles have skin in all shades of rock and stone. Their eyes glow when they show strong emotion. Gargoyles can eat anything and are just as active during night or day. Gargoyles are often overconfident and love collecting objects. They capture intelligent foes for information and to practice their magics on.

CR 5 : 2(D10)HD Small 4ft,
Attributes - 10 Str, 14 Dex, 10 Con, 12 Int, 6 Wis, 4 Cha.
BA +2 / +2 Claw/Claw D4 / Fort +3, Ref +5 Will --
DR 3/Magic, Silver, Holy. SR --
Feats - Flyby Attack
Skills - Fly 2 (+4), Knowledge Arcana 2 (+3), Perception 0 (-2), Spellcraft 0 (+1), Survival 2 (-2)
2 Wizard levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement.

CR 8 : 5(D10)HD Medium 6ft,
Speed 40 ft., fly 60 ft. (average)
Attributes - 14 Str, 12 Dex, 10 Con, 14 Int, 8 Wis, 6 Cha.
BA +5 / +7 Claw/Claw/Horns D6+2 / Fort +4, Ref +5 Will +1
DR 6/Magic, Silver, Holy. SR 10
Feats - Flyby Attack, Hover
Skills - Fly 4 (+6), Knowledge Arcana 4 (+6), Perception 4 (+3), Spellcraft 4 (+6), Survival 4 (+3)
5 Wizard Levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement. Hideous Laughter, Invisibility, Scare, Web. Stinking Cloud & Ray of Exhaustion.

CR 13 : 8(D10)HD Large 8ft,
Attributes - 18 Str, 10 Dex, 10 Con, 16 Int, 10 Wis, 8 Cha.
BA +8 / +12/+7 Claw/Claw/Horns D8+4 / Fort & Ref +6, Will +2
DR 9/Magic, Silver, Holy. SR 20
Feats 4 - Flyby Attack, Hover, Multi Attack, Improved Initiative
Skills - Fly 6 (+6), Knowledge Arcana 6 (+9), Perception 6 (+6), Spellcraft 6 (+6), Survival 6 (+6)
8 Wizard Levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement. Hideous Laughter, Invisibility, Scare, Web. Stinking Cloud & Ray of Exhaustion. Black Tentacles & Stoneshape.

In Golarion, they were guardians of the Tar Taargadth empire. And as the Empire broke appart they seized atleast three of the flying citadels. Many Gargoyle clans can be found within the mountains and tunnels of Druma, Galt, Kyonin, Molthune & Nidal.

In Greyhawk, they were guardians of the Suel Empire. And as the Empire fled the Invoked Devastation, they seized some of the portals and fled to the eastern lands. Many Gargoyle clans can be found within the mountains and tunnels of Crystalmists, Griff Mountains and Yatil Mountains.


My biggest overall beef with Gargoyles in D&D is that they look like, well, Gargoyles. Why in the name of the gods would you build a bunch of statues that look like gargoyles in your city? It's just inviting a clutch to make a nest and eat the locals. You wander into an area, you see bat winged, horned statues, and any self-respecting person with a head on their shoulders would just start smashing them to avoid dealing with the potential gargoyles that are lying in wait.

What I did to make gargoyles overall work better (I'm not saying your approach is bad - it's actually very cool. Elder races and magical constructs are definitely cool ways to go, but this could work with that) - Gargoyles have a very limited natural polymorphing effect - when they use their freeze ability, they take on the appearance of any kind of statue - a knight with sword, a nymph dancing in the water, the town hero... whatever. When they move, they instantly revert to their natural forms - horned, winged demon-like creatures. Whereas moments before there was a head of hair, sword, and no wings, now there's a gargoyle ready to strike.

It'd take society completely abolishing statuary of all forms - and human nature makes that unlikely - to completely do away with places for the gargoyle to roost. And then comes the Feral Gargoyle anyway (in 3.5, they had the Feral template from Savage Species and appeared as boulders when frozen).

That's just some stuff that might help make them a bit more usable, to boot.


Disciple of Sakura wrote:
Why in the name of the gods would you build a bunch of statues that look like gargoyles in your city?

I have lifted the GURPS Gargoyles for my game. They occupy the role of cowardly scavengers in urban areas, and statuary gargoyles were added to buildings in order to scare off real ones, think scarecrows. After generations, this straegy has backfired, as the Gargoyles think of the stone ones as ancestors and protectors. Did I forget to mention that they aren't too bright?


Been thinking about this, so here's my revised take...

- Gargoyle -
Neutral - Magical Humanoid (Earth)
Speed 40 ft., fly 60 ft. (average)
Senses: Darkvision 60 feet, Low-light vision.
Languages Common, Dwarven, Terran.
Environment Any, usually Cities & Mountains.
Organization solitary, pair, or wing (3–12).
Treasure - Standard.
Spell like ability - Once per hour - Alter Self, 10 minutes duration. This is limited to stone or rock like texture. So they generally turn into different sorts of statues, piles of bricks, fountains, garden benches, earth elementals (apperance only).

Gargoyles were created long ago by the Dwarves as guardians against their many foes. Over time Gargoyles left and infiltrated many towns and cities. They still sometimes ally with Dwarves against Dragons and Giants. Gargoyles tend of focus on PC race and Humanoid activity, caring little for other Planes of existance, plants or animals.

Gargoyles are Bards. Level as per Hit Dice. Gargoyles have skin in all shades of rock and stone. Their eyes glow when they show strong emotion. Gargoyles can eat anything and are just as active during night or day. Gargoyles are often overconfident and love collecting objects.

Gargoyles capture intelligent foes for information. Gargoyles are often affiliated with thieves guilds, or run them completely. They thrive on gaining knowledge, and sharing it for a cost. They have a weakness for Gems and the promise of information. Gargoyles often talk to statues, believing them to be trapped elders.

CR 5 : 2(D10)HD Small 4ft,
Attributes - 10 Str, 14 Dex, 10 Con, 8 Int, 6 Wis, 12 Cha.
BA +2 / +2 Claw/Claw D4 / Fort +3, Ref +5 Will --
DR 3/Magic, Silver, Holy. SR --
Feats - Flyby Attack
Skills - Bluff - (+1), Diplomacy - (+1 ), Fly 2 (+4), Knowledge Local 0 (-1), Perception 0 (-2), Spellcraft 0 (-1), Stealth - (+2), Survival 2 (-2)
2 Bard levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep.

CR 8 : 5(D10)HD Medium 6ft,
Speed 40 ft., fly 60 ft. (average)
Attributes - 14 Str, 12 Dex, 10 Con, 10 Int, 8 Wis, 13 Cha.
BA +5 / +7 Claw/Claw/Horns D6+2 / Fort +4, Ref +5 Will +1
DR 6/Magic, Silver, Holy. SR 10
Feats - Flyby Attack, Hover
Skills - Bluff - (+1), Diplomacy - (+1 ), Fly 3 (+4), Knowledge Local 3 (+3), Perception 3 (+2), Spellcraft 3 (+3), Stealth - (+1), Survival 3 (+2)
5 Bard Levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep. Detect Thoughts, Invisibility, Tongues.

CR 13 : 8(D10)HD Large 8ft,
Attributes - 18 Str, 10 Dex, 10 Con, 12 Int, 10 Wis, 14 Cha.
BA +8 / +12/+7 Claw/Claw/Horns D8+4 / Fort & Ref +6, Will +2
DR 9/Magic, Silver, Holy. SR 20
Feats 4 - Flyby Attack, Hover, Multi Attack, Improved Initiative
Skills - Bluff 2 (+4), Diplomacy 1 (+3), Fly 6 (+6), Knowledge Local 3 (+4), Perception 4 (+4), Spellcraft 4 (+5), Survival 4 (+4)
8 Bard Levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep. Detect Thoughts, Invisibility, Silence, Tongues. Clairaudience/Clairvoyance, Illusory Scrupt, Scrying.

Use Alternate Bards as APG - Archivist, Detective and Sandman.

In Golarion, they were guardians of the Tar Taargadth empire. And as the Empire broke appart they seized atleast three of the flying citadels. Many Gargoyle clans can be found within the mountains and cities of Katapesh, Kyonin, Druma, Molthune, Osirion, Thuvia.

In Greyhawk, they were guardians of the Suel Empire. And as the Empire fled the Invoked Devastation, they seized some of the portals and fled to the eastern lands. Many Gargoyle clans can be found within the cities and mountains of Duchy of Geoff, Theocracy of the Pale, Sterich, Hold of Stonefist, Duchy of Tehn, Yeomandry.


Disciple of Sakura wrote:

My biggest overall beef with Gargoyles in D&D is that they look like, well, Gargoyles. Why in the name of the gods would you build a bunch of statues that look like gargoyles in your city? It's just inviting a clutch to make a nest and eat the locals. You wander into an area, you see bat winged, horned statues, and any self-respecting person with a head on their shoulders would just start smashing them to avoid dealing with the potential gargoyles that are lying in wait.

I like that idea and its something I hadn't really considered, but there is another alternative. What if gargoyles were once tame servants, or at least allies. The tradition of mounting gargoyles everywhere was to make enemies think you had a (literal) ton of protectors. Something happened to make the gargoyles predatory but subsequently they were hunted down and almost wiped out. Now their numbers are few, and new styles in imitation of the old ones have revived and given them places to hide in the cities and the idea that they were or are real creatures is treated as a myth. But no truly learned person has them anywhere near where they live.

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