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Gargoyles

Droaam has the highest Concentration of gargoyles in Khorvaire. Grimstone Keep is the center of gargoyle culture in Droaam, but there has long been a significant gargoyle presence in Cazhaak Draal, living in harmony with the medusas of the Stonelands. Gargoyles can be found in most of the major cities of Droaam, serving as couriers and scouts.

Stone in Many Forms. The standard gargoyle described in the Monster Manual is the most common form, originating near the end of the Dhakaani Empire. However, gargoyles can be designed in a wide variety of shapes; a gargoyle could have the appearance of a dhakaani soldier or of Dol Dorn. Such gargoyles use the standard Monster Manual stat block with the following modifications:

  • Gargoyles without wings don’t possess a Fly Speed.
  • Gargoyles crafted in Droaam know the Goblin language, and may know Common as well.
  • Droaamite gargoyles have an average Intelligence of 10 and may have any Alignment.
  • A gargoyle without claws or teeth may fight with weapons, or strike with an Unarmed Strike dealing 1d6 Bludgeoning damage. Some gargoyles are carved with stone weapons; use the statistics of the standard weapon, but the gargoyle can’t be disarmed or use the hand holding the weapon for any other purpose.

Sinister Influence. While their origins are tied to the daelkyr Orlassk, the daelkyr has no influence over the gargoyles of the present day. However, gargoyles in the region can be corrupted by supernatural forces. Demonglass Gargoyles are infused with the essence of a fiend, while Quickstone Gargoyles are directly tied to the daelkyr Orlassk.

Demonglass Gargoyle

Stone can hide many secrets. Demonglass contains the essence of a fiend, and with the proper rituals, a shard of demonglass can be bound to a gargoyle, allowing its vile spirit to control the host body. In Droaam, these creatures are mostly tied to the overlord Tol Kharash; some have been created by the warlock Ghwyyr of Turakbar’s Fist and work with Rhesh Turakbar, while others follow their own paths in service to the Horned King.

A demonglass gargoyle hosts a lesser fiend similar to an imp. It can radiate a powerful aura of fear, and its claws channel foul energy. The stat block reflects the typical abilities of a demonglass gargoyle, but those bound to stronger fiends can have more power; an exceptional demonglass gargoyle could use the Nabassu stat block.

Traits

Devil’s Sight. Magical darkness doesn’t impede the gargoyle’s Darkvision.

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes one Bite attack and two Foul Claws attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

Foul Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 3 (1d6) Necrotic damage.

Bonus Actions

Fiendish Presence. The gargoyle activates or deactivates an aura of supernatural malevolence. Charisma Saving Throw: DC 15, creatures that start their turn within 15 feet of the gargoyle while the aura is active and can see it. Failure: The target has the Frightened condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has Immunity to the gargoyle’s Fiendish Presence trait for the next 24 hours.


Demonglass Gargoyle

Medium Fiend, Lawful Evil
  • Armor Class 16
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft., Fly 60 ft.
STR
17 (3)
DEX
12 (1)
CON
18 (4)
INT
10 (0)
WIS
13 (1)
CHA
14 (2)
  • Saving Throws Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha +2
  • Damage Resistance Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Petrified, Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Infernal; may know either Common or Goblin
  • Challenge 5 (1800 XP)
  • Devil's Sight. Magical darkness doesn't impede the gargoyle's Darkvision.
  • False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions


  • Multiattack. The gargoyle makes one Bite attack and two Foul Claws attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) Piercing damage.
  • Foul Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) Slashing damage plus (1d6)Necrotic damage.

Bonus Actions


  • Fiendish Presence. The gargoyle activates or deactivates an aura of supernatural malevolence. *Charisma Saving Throw:* DC 15, creatures that start their turn within 15 feet of the gargoyle while the aura is active and can see it. *Failure:* The target has the Frightened condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has Immunity to the gargoyle's Fiendish Presence trait for the next 24 hours.
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