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Hosted by 12 To Midnight.
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Hit Dice: 4d10+16 plus 3d10+12 plus 3 (robust), hp 69
Massive Damage Threshold: 18
Speed: 45 ft., fly 75 ft. (average)
Defense: 18, touch 14, flat-footed 16 (+2 Dex, +2 class, +4 natural)
Base Attack/Grapple: +6/+6
Attack: +8 melee (1d4, claw)
Full Attack: +8 melee (1d4, 2 claws), +6 melee (1d6, bite), +6 melee (1d6, gore), or +8 ranged
Fighting Space/Reach: 5 ft by 5 ft./5 ft.
Special Qualities: freeze, keen sight, damage reduction 15/+1
Saves: Fort +10, Ref +7, Will +2
Action Points: 1
Allegiances: chaos, evil
Abilities: Str 11, Dex 15, Con 18, Int 6, Wis 11, Cha 7
Talents (Tough Hero): Robust, stamina
Challenge Rating: 7
Advancement: By character class
Gargoyles have the following traits:
Keen Sight (Ex): Gargoyles have darkvision with a range of 60 feet and low-light vision.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.
Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can either disregard the gargoyle's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Skill Bonus: A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.
Automatic Language: Gargoyles speak (but neither read nor write) Terran.