SYSTEM REFERENCE DOCUMENT 3.5 |
|
Medium Monstrous Humanoid (Earth) |
Hit Dice: |
4d8+19 (37 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares), fly 60 ft. (average) |
Armor Class: |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+4/+6 |
Attack: |
Claw +6 melee (1d4+2) |
Full Attack: |
2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
— |
Special Qualities: |
Damage reduction 10/magic, darkvision 60 ft., freeze |
Saves: |
Fort +5, Ref +6, Will +4 |
Abilities: |
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary, pair, or wing (5–16) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
5–6 HD (Medium); 7–12 HD (Large) |
Level Adjustment: |
+5 |
Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.
Gargoyles speak Common and Terran.
COMBAT
Gargoyles either remain still, then suddenly attack, or dive onto their prey.
A gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.
These cousins of the gargoyle have the aquatic subtype. They have a base land speed of 40 feet and a swim speed of 60 feet (no fly speed) and are found only in aquatic environments.
Gargoyle characters possess the following racial traits.