Gargoyle-like race (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Dullahan_X

03-08-07, 10:10 PM
Gargoyon

A race of demonlike humanoids who become stone during their daytime rest, they are usually defenders of good and justice despite their appearance. They are generally hired around at cathedrals and town gates where they awaken and defend against nighttime threats.

Racial Traits

* +4 Strength -2 Dexterity +4 Constitution -2 Charisma
Gargoyon are powerful and sturdy, but at their stone-like flesh hinders their movement and their demonic appearance is disconcerting to some
*Type: Monstrous Humanoid (Earth)
*Medium
* Gargoyon land speed is 30 ft
*Darkvision 60 ft
*Wings: +10 racial bonus on jump checks, at 6 HD can fly a number of rounds equal to Con modifier, at 12 HD can fly at will (speed 40 ft)
* +4 natural armor
*Natural weapons: 2 claws (1d3) and tail (1d6) either can be a primary weapon and the other becomes a secondary
*Light Sensitivity:
*Day Rest: A Gargoyon rests 8 hours during the daytime at which point they become stone statues. A stone to flesh spell has no effect on this.
*+2 racial bonus on intimidate checks and +4 on climb checks
*Spell immunity: Gargoyon are immune to flesh to stone spells and effects
*+2 bonus on saving throws against spells of the school of necromancy, evil, and earth subtypes
*Energy resistance to acid 10 and fire 5
*Favored Class: Fighter or Warblade
*A Gargoyon begins play with 2 hit dice of monstrous humanoid and has a level adjustment of +2


Inspired by Disney's Gargoyles, I always thought they would be awesome to play as in either a DnD or D20 game. I'm not sure if this would be balanced, but it's how I figured a living gargoyle race would play as in a D20 setting.
Courrain

03-08-07, 10:36 PM
Here's something I am sure you can play around with for your Gargoyle-like race:

Stone Form (Su): As a standard action, a dire gargoyle can cause its skin to convert into a stone-like substance. A dire gargoyle can maintain its stone form indefinitely, and may activate it an unlimited number of times per day. While in stone form, the dire gargoyle gains Damage Reduction 15/ Adamantine and fast healing 5. A dire gargoyle cannot move, attack, or take any other physical actions while in stone form. Dismissing the stone form is a move action.

I found this ability in the World of Warcraft RPG: Monster Guide book about a month ago. :D And I think that with a little rewiring, it could work with the race you are trying to create here. :) :cool:
JarionSilverblades

03-09-07, 08:11 AM
Gargoyles was a great show.
WoodElf_Griffin

03-13-07, 04:57 AM
Okay, so this isn't mine, someone else wrote it, but I found it a while back. Now, all it needs is an ECL....

Gargoyles:

Str +6
Con +4
Dex +2
Wis -2

NA:+4

Jump: +2
Balance: +2
Jump and Balance are class skills for a gargoyle.

Low-Light Vision

Climb Speed: 20ft. A climb speed gives a gargoyle a +8 to all climb checks, it gives him the ability to take ten on all climb checks, and climb is always a class skill for a gargoyle

Bonus Languages: Any
Favored Class: Any

A Gargoyles Natural weapons all have a Critical of 19-20/x2

Ferocity (ex): A gargoyle is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Fragile Wings (ex): A Gargoyle suffering more than 50% hit point lost cannot glide.

Rake (ex): a gargoyle that has successfully grappled an opponent can make two Rake attacks with its legs for normal claw damage, in addition to its normal grappling attacks.


A Gargoyle may be of one of the following breeds. Any ability modifiers stack with the original stats.

Breed:
Slight (Lex)
This sized gargoyle is usually about four feet tall, or within a foot either side of that height. They weigh roughly 120 pounds and are usually the lightest and fastest of all gargoyles.
Strength -2, Constitution -2, Dexterity +4, Int +2
Small Monstrous Humanoid
Base Speed: 20ft
Air Speed modifier: +20ft
Base Damage: Claw 1d4
Bite 1d4
Face/Reach 5x5/5

Lean/slender (Brooklyn)
Standing at about five feet tall, weighing in at around 180 pounds, most adolescent warriors are this size.
Strength -2, Dexterity +4
Medium Monstrous Humanoid
Base Speed: 40ft
Air Speed modifier: +10ft
Base Damage: Claw 1d6
Bite 1d4
Face/Reach 5x5/5

Average (Angela, Demona)
Most gargoyles are this size: six and a half feet or more in height and weighing around 240 pounds.
Strength +2, Cha +2
Medium Monstrous Humanoid
Base Speed: 30ft
Air Speed modifier: +0ft
Base Damage: Claw 1d4
Bite 1d4
Face/Reach 5x5/5

Well-Built (Goliath)
These gargoyles are usually just over eight feet tall, although they can range from seven to more than nine feet tall. The weight of these gargoyles is normally about 350 pounds.
Strength +4, Constitution +2, Dexterity -2
Large Monstrous Humanoid - AC-1, Att-1
Base Speed: 40ft
Air Speed modifier: -10ft
Base Damage: Claw 1d6
Bite 1d6
Face/Reach 5x5/10
ECL: +1

Stocky/Portly (Hudson, Broadway)
These gargoyles are usually of average height - around six and a half feet tall. They are classified as 'Large' because of their weight - an average would be 600 pounds.
Strength +2, Constitution +4 Dexterity -2, Wisdom +2
Large Monstrous Humanoid - AC-1, Att-1
Base Speed: 30ft
Air Speed modifier: -20ft
Base Damage: Claw 1d6
Bite 1d6
Face/Reach 5x5/10

Wing Type
Also, every gargoyle has a wing type. These can go with any breed.Many wings are capable of being used as weapons. A wing's reach is one and a half times the gargoyle's height, or half of the characters wingspan, rounded down to the nearest multiple of 5 feet.
As an example, the split-winged gargoyle of the example above, would have wings with a reach of 5 feet, while the Well-Built gargoyle would have a reach of 10 feet.

Batlike (Goliath)
These are the nearest thing to 'default' wings or 'average' gargoyle's wings. Batlike wings have a joint roughly one-third of the way along the wing, where the wing splits into struts. The main strut continues on gently curving back. Three small struts also grow out of this joint, acting as internal braces in the wing. The wing colour is usually black on both sides, but this varies from gargoyle to gargoyle.
Slam Attack: 1d3/1d4
Glide 75' Flight class: Poor

Dactyl (Brooklyn)
Dactyl wings are as long as batlike wings, but because they have no internal wing struts, they are much narrower than Batlike wings. This makes them lighter than batlike wings and offers a slight speed advantage.
Slam Attack: 1d3/1d4
Glide 80' Flight class: Poor

Feathered, bird/angel (Griff)
These wings are much like an angel's or bird's wings, and are covered with layers of feathers, fine at the leading edge and pinions at the trailing edge. This allows a gargoyle an improved sense of air currents.
Slam Attack: 1d3/1d4
Glide 70' Flight class: Average
Competence bonus of +1 for all aerial checks

Webbed (Lexington)
With webbed wings, the gargoyle's wing struts are vestigial props running through the centre of the wings and the gargoyle's arms form the leading edge of the wings. This grants the gargoyle superior control over the wingspan at a cost of endurance.
Glide 80' Flight class: Average
May not use Shielding Wings, Snatch or Wing Buffet Feat
May not use a Shield, or normal armor
May not select wing spurs or wing hands as features

Tail Style:

All gargoyles have a tail of some kind or another. Some, like Bronx, have next to nothing while others, like Zafiro, are more tail than anything else! A tail is important to a gargoyle; they act as a balance when walking, as a flight rudder in the air, or as a weapon in combat. There are many different types of tails, each with different abilities. Most tails are about five feet long, although Well-built gargoyles of Goliath's size are about seven feet long.
All Tails Grant a bonus to Trip Attacks

Arrowhead or spade tip
This tail ends in a heart-shaped form. A more effective weapon than a plain tail, these tails look good too.
Slap Attack 1d6+1/1d8+1
Trip Action modifier: +2

Barbed or spiked
The character has a tail that is thicker and heavier than a plain tail. It also has a series of short barbs at the tip or it ends in a six-inch long stinger.
Rake Attack 1d8/2d6
Trip Action modifier: +2

Club-Ball tipped (Coldstone)
This is exactly like a plain tail except that it ends in a heavy knob, which serves as an excellent club.
Slap Attack 1d8/2d6
Trip Action modifier: +2
ECL:+1

Grasper
A grasper tail is slimmer and more sinuous than a normal gargoyles tail. Although it cannot inflict as much damage as a plain tail, it is capable of handling small or delicate objects.
A grasper tail, if used as a third arm, has a dexterity score equal to the Characters Dexterity -5
Slap Attack 1d4/1d6
Trip Action modifier: +1

Plain (Goliath)
This is exactly what the name says: a tail of either five or seven feet long with no additional features. It is still a fearsome weapon.
Slap Attack 1d6/1d8
Trip Action modifier: +2

Short flap/tuft (Bronx)
The gargoyle effectively has no tail, just a small stump less than a foot long.
May not use tail for Grapple Attacks
May not use tail for Trip Attacks
ECL: -1

Webbed
A webbed tail is much like a branching tail except that the fork is in the tail's bottom quarter and has a filmy web between the tail's branches. This extra control surface is an aid to the gargoyles gliding ability.
Slap Attack 1d4/1d6
Competence bonus of +1 for all aerial checks
Trip Action modifier: +2

Whip
The gargoyle has a very slim tail, which is much longer than a plain tail, at fifteen feet for Well-built gargoyles and ten feet for all others. This allows an improved reach, but much less damage.
Slap Attack 1d2/1d4
Reach 10ft/15ft

Sample Tail Tricks
Wrapping your tail around a protrusion, when falling grants +3 to reflex save
To hit a button, shift a coin sized object
Retrieve an object of up to twenty pounds
Knock an object weighing less than twenty pounds from an enemy's grasp.
The modifiers for tail types are the same as the trip action modifiers given for each tail.

Features
There are many other body features on gargoyles which are not mentioned below simply because they would not influence combat. Some examples are: Quills, Scalp spurs, Manes, Pointed or Fan ears, Pterodactyl crests, Dilophosaur fans, amongst others. Feel free to add to these or any others you think of - It's your character!

Antlered or branching horns
These horns, usually about a foot long, grow out of the character's forehead. Often they curve backward, occasionally they grow straight up, and rarely they grow forward - like a narwhale's or unicorn's horn. The most distinctive feature of these horns is that they split, or other horns grow off of them - either just one split or many.
Gore Attach 1d6/1d8
Damage is doubled with Charge Action
Piercing Damage (ex): Long, sharp antlers are capable of piercing an opponent and causing a deep, jagged or gaping wound which does not heal easily. If the gargoyle hits with a critical, the opponent loses one hit point per round until a successful heal check is made (DC10+ gargoyle's level) or the wound is magically healed.

Beak, Long (Brooklyn)
The Character has a beak - and it's a long one, at least one foot long, but no more than two. The beak is narrow for it's length, but still dominates the character's face. The beak often resembles a bird's beak, but the character's normal colouration and body form sometimes soften the effect. And despite rumours to the contrary, such an SST-style facial adornment does not increase a character's airspeed!
Bite Attack 1d8+1/2d6+1
Replaces Base Bite Damage

Beak, Short (Griff)
The Gargoyle has a short beak, usually less than one foot long. The beak often resembles a bird's beak, but the character's normal colouration and body form sometimes soften the effect.
Bite Attack 1d8/2d6
Replaces Base Bite Damage

Body Spurs
These are spurs jutting out from the shoulder, down the spine and tail or elsewhere on the gargoyles body. They do not cause damage except during a grapple attack when they automatically inflict 1d6/1d8 hp of damage on the gargoyles opponent. (See Also: Armour Spikes, PHB pg105)
Points Cost: 5

Chin, cheek, or facial horns, (Gabriel)
The character has short horns sprouting from part of this face. These horns are usually short, around three to four inches - certainly no longer than six inches. They usually match the gargoyle's colouring and are not instantly apparent.
Slam Attack 1d3/1d4
Damage is doubled with Charge Action

Elbow blades
Most gargoyles have a short bony spur on their elbows. A gargoyle with elbow blades doesn't, instead he has a foot long horn, extending the forearm from the elbow, back up the arm.
Rake Attack 1d4/1d6

Fan Ears (Broadway)
These ears are in the shape of a small wing on either side of the gargoyles head. They are much more sensitive and can pick up sounds that would normally go unheard.
Listen Skill bonus of +1

Hadrosaur crest
The character has a thick bony ridge, which runs from the back of the skull to just above the forehead. At its highest point, above the forehead, the crest juts about four inches above the head.
Slam Attack 1d3/1d4
Damage is doubled with Charge Action

Iguanodon thumb spikes
The last joint of both the gargoyle's thumbs end in a vicious claw, much more dangerous than a regular talon.
Increase Claw damage +1

Knee blades
Most gargoyles have a short bony spur on their knees. A gargoyle with knee blades doesn't, instead he has a foot long horn, extending the lower leg from the knee, upwards.
Rake Attack 1d4/1d6

Large Eyes (Lexington)
Large Eyes are much more sensitive to light levels, allowing better night vision by a gargoyle.
Low-Light Vision (ex): Low light vision is increased to four times the normal person's viewing distance. (See also: Vision and Light, PHB PG 144)

Pachycephalosaur bony skull
With this feature, heavy bone plates covering the skull protect the gargoyle's head.
AC+1

Ram's horns
These horns grow out of the side of the character's forehead and curve along the side of the character's head. These horns often curl, growing around into a circle.
Slam Attack 1d6/1d8
Damage is doubled with Charge Action

Raptor hindclaws
These are vicious hooked spurs, which extend from the rear of a gargoyles 'foot' - about where a human's ankle would be. Also called Dewclaws, these are used to deliver a powerful raking attack on an opponent.
Rake Attack (Dewclaws) 1d6/1d8

Triceratops head plate (Ophelia)
The character has a bony plate growing from their forehead, usually in the shape of a small shield. It is topped with several short horns, usually no more than six inches long.
Gore Attack 1d6/1d8
Damage is doubled with Charge Action

Wing Hands (Brooklyn, Angela)
These are small, vestigial hands set at the joint on the middle of each wing. When the wings are caped around a gargoyle then they join at the throat to hold the wings in place. Wing hands can also be used to hold small items but are limited in dexterity by the lack of an opposable thumb.
Wing Hands may be used to hold or grip small objects. When used as a third arm, they have a dexterity score equal to the Characters Dexterity -5

Wing Hooks
The tip of the character's wing struts twist back to towards the wing, forming barbs, or hooks.
May made Raking Attack 1d2/1d3 if only attack that round.
Wing Spurs (Goliath, Broadway)
These are bony spurs set at the joint on the middle of each wing. When the wings are caped around a gargoyle then they join at the throat to hold the wings in place. Wing Spurs can also be used as a raking weapon in a flyby attack.
May made Raking Attack 1d3/1d4 if only attack that round.



New skills:
Glide [Con; Triple Armour Check]
All gargoyles can glide, to one extent or another. This skill allows the gargoyle to make long flights of great endurance by wing without needing to touch ground. The bonus gained from the Endurance or Skill Focus (Glide) feats can be applied to checks with this skill.
Check: For an extended glide in weather conditions that are:
DC Weather Condition Modifiers
10 Light or Moderate -3 for Tail Wind
13 Strong +3 For Rain
15 Severe +5 for Snow
18 Windstorm +8 for Sleet
20 Hurricane Force +10 for Hail
25 Tornado
Note that the Modifiers are cumulative: a check for gliding in a windstorm that's moving up from behind the character (a Tail wind, in other words) would be DC 15. The same Windstorm blowing Hail in the Characters face would be DC 28!
This Check must be made often, depending on how many skill ranks the character has in glide skill.
Skill Ranks Check Every:
1 or more 15 minutes
3 or more 30 Minutes
5 or more 1 Hour
10 or more 3 Hours
20 or more Automatic Pass
Retry: The Character falls DC x20 feet before a retry may be attempted.