Gargoyles

Gargoyles are as mysterious as they are terrifying. Many tales exist that attempt to explain the existence of these accursed beings, and most of them form a strong connection between demons and gargoyles. Since their appearance is so obviously demonic, most believe that they are abandoned creations of Angmar. Legend says that when Angmar first attempted to create life on the Realm of Mortals, he used his powerful fists to shatter the mountains and carved out the first of the gargoyles. Angmar wanted his creations to be sturdy and strong, which is why he chose stone as their base material. However, the gargoyles that were created were often slow and some were even unable to move. Angmar enlisted the help of Torim in order to finish his creations and with his help, the gargoyles truly came into their own. Organic yet also constructed, these creatures followed Angmar like trained dogs but his true favor was directed towards another race, the minotaurs.

Still, the gargoyles served Angmar extremely loyally during the First Demon War, to their own detriment. The Gods were not kind to the gargoyles after Angmar had lost and Torim was especially hurt by the fact that the very beings he helped forge were used as weapons of war. A small group of gargoyles acting as leaders were banished together with Angmar, but most of them were first subjected to the pain they had inflicted on the other mortals and then permanently petrified in stone by Torim and the rest of the Gods. Their petrified bodies either became decorations for the victorious elves, humans and dwarves or were forgotten in abandoned castles and ruins left by the war, as a reminder of the fate of evil. A number of these gargoyle statues were also completely destroyed or thrown into the sea along the years. The gargoyles remained petrified for over 4000 years, until the Second Demon War was launched. A great surge of demonic energy brought to the world by the coming of Malzarak awakened many of the gargoyles; the magic of the Gods had faded over the years and their enchantments begun to break. During the chaos of the Second Demon War, these gargoyles begun haunting mortal lives again, although some were dumbfounded by their freedom and the possibilities of an unfamiliar world. Hunted and hated by most other mortal races, the gargoyles struggle even to survive.

## Physical description

Originally, the gargoyles were created as an extension of Angmar himself. They embodied his strength and battle prowess, while they gained toughness and endurance from Torim. The sizes of gargoyles can vary quite a bit, but most are found to be around 200 centimeters tall and weigh about 250 kilograms. Gargoyles exist in both male and female forms but sexual dimorphism is very minimal. Defining features of gargoyles are their wings, horns, claws and jaws combined with gray, stony bodies. Their eyes can glow in varying colors, with red, yellow and orange being the most prominent. The general look of a gargoyle is usually dependent on their environment. Their bodies have been shaped through time and many have morphed to represent the architecture surrounding them. This can bring about drastic differences between two separate individuals.

Gargoyles are defined as being accursed because they are not known to breed naturally. Many gargoyles still remain petrified but their own kind have ways of awakening them. It is rumored that they can even awaken a gargoyle from a replicate sculpture. However, time takes its toll on many gargoyles as they slowly crumble and eventually re-petrify to "save themselves", and it is currently unknown whether these re-petrified gargoyles can reawaken ever again. Nearly all gargoyles are believed to be thousands of years old, and there are no known cases of individuals dying of old age. However, because of their eventual re-petrification, it is debatable whether or not gargoyles are truly immortal.

## Society

The gargoyles of the past were unified as the children of Angmar and some of that same fire still burns in many recently awoken gargoyles. Most gargoyles have found themselves staying in old ruins of the north, underground catacombs and destroyed temples of old. There they mask themselves as statues and hunt whatever comes their way. These places also offer them a chance to form groups, called wings, around them. Gargoyles that belong in a wing can hunt together and survive as a collective group much better than if they were solitary. Wings usually form naturally when a group of gargoyles happens to awaken in the same place at the same time. Other, more adventurous gargoyles would like to believe that there is more to their life than simply chasing the next kill. These individuals tend to be among the smaller and weaker gargoyles or those that have awakened in more fortunate circumstances. However, these children of Angmar possibly have an even harsher existence than the minotaurs. Their demonic looks and evil taint is a mark of death placed upon them in any civilized community. Abandoned by both Gods and fellow mortals, the accursed gargoyles must now carve their own path in life.

## Rules

**Note:** Playing as a gargoyle is extremely dangerous. You will be discriminated against by nearly all civilized races and you will be attacked without provocation and killed out of spite. Before choosing to play this race, consult your GM.

* **Ability Score Modifiers:** Gargoyles were made to be strong and extremely durable, but their minds are weak and slow from years of slumber. They gain +2 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom and -2 Charisma.
* **Size:** medium
* **Type:** Monstrous humanoid, earth
* **Base speed:** 30 feet, fly 50 feet (poor)
* **Languages:** Gargoyles begin play speaking Terran and Abyssal. Gargoyles with high Intelligence scores can choose from the following; Common, Infernal, Orc, Goblin and Undercommon.

* **Constructed Body:** Gargoyles gain a +3 natural armor bonus to their AC. In addition, they gain damage reduction \*/magic equal to half their total character level (minimum 1).
* **Resistant:** Gargoyles gain a +2 racial bonus on saving throws against poison and diseases, including magical poison and diseases.
* **Natural Attacks:** Gargoyles gain two different natural attacks, chosen from the following:

**Claws:** Two claw attacks that deal 1d4 points of slashing damage as a primary attack (or a secondary attack, if the gargoyle uses a weapon).
**Horns:** Gore attack that deals 1d6 points of piercing damage as a primary attack (or a secondary attack, if the gargoyle uses a weapon).
**Teeth:** Bite attack that deals 1d6 points of bludgeoning, piercing and slashing damage as a primary attack (or a secondary attack, if the gargoyle uses a weapon).
* **Statue:** Gargoyles gain the freeze ability and can hold themselves so still they appear to be inanimate statues. They can take 20 on Stealth checks made to hide in plain sight as a statue, although some situations may still garner unwanted attention and bewilderment depending on the area the gargoyle is hiding in.
* **Rock & Stone:** Gargoyles gain a +5 racial bonus on Stealth checks made in stony environments.
* **Darkvision:** Gargoyles can see perfectly in the dark up to 60 feet.
* **Low-Light Vision:** In addition to their ability to see perfectly in the dark up to 60 ft, gargoyles have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

#### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Wingless Monster:** Although wings are an integral part of a gargoyle, some have had their wings clipped or permanently damaged during their years of slumber. This in turn has increased their ferocity to counter the dangers they must face on the ground. Gargoyles with this racial trait gain all three attacks from Natural Attacks. In addition, all of these natural attacks deal damage as if they were one size category larger. This racial trait replaces fly speed and alters Natural Attacks.
* **Adaptive:** Gargoyles are known to adapt to their surroundings, even going as far as changing their own appearance and abilities. Choose one of the following racial traits. This choice is made at character creation, and once made it cannot be changed.

* **Kapoacinth:** Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle. Kapoacinths gain the aquatic subtype and a swim speed of 60 feet. In addition, they begin play speaking Aquan. This racial trait replaces fly speed.
* **Arctic:** In cold, northern climes, some gargoyles have adapted to hunt on the icy glaciers and snowfields. The skin of arctic gargoyles looks like weathered rock with scattered white patches that helps them hide among the snowy mountains. Arctic gargoyles gain a +5 racial bonus on Stealth checks made in snowy environments and have cold resistance 5. This racial trait reduces the natural armor bonus of Constructed Body by one.
* **Forest:** These strange gargoyles prefer the tall trees of forests and jungles to the rocky spires of mountains. Their skin has the appearance of bark instead of stone. Forest gargoyles gain a +5 racial bonus on Stealth checks made in wooded areas. In addition, they can use *Warp Wood* thrice per day as a spell-like ability. This racial trait replaces Statue and Rock & Stone.
* **Gemstone:** Rarely, an individual gargoyle has skin with the luster and appearance of a valuable gemstone. Amethyst, opal, sapphire, and topaz are most common, but legends also tell of diamond, emerald, and ruby gargoyles. Gemstone gargoyles are usually smarter and lean towards using manufactured weapons, and often rise to positions of leadership within wings. Gemstone gargoyles gain damage reduction \*/adamantine equal to half their total character level (minimum 1), spell resistance equal to 6 + their total character level, and resistance 10 to either acid, cold, electricity, or fire. In addition, they remove their -2 penalty to Intelligence and Charisma. This racial trait replaces Natural Attacks and Rock & Stone, and reduces the natural armor bonus of Constructed Body by two.
* **Obsidian:** Creatures at home in the searing heat of volcanoes and lava fields, obsidian gargoyles have the dark, glassy appearance of polished obsidian. Obsidian gargoyles increase the damage dice of their natural attacks that deal slashing damage by one step, and anyone grappling or attacking an obsidian gargoyle with unarmed or natural attacks takes 1d4 points of slashing damage from their jagged glass spikes. In addition, they gain fire resistance 10. This racial trait replaces Rock & Stone, removes Horns as an option for Natural Attacks, and reduces the natural armor bonus of Constructed Body by two.
* **Sandstone:** Sandstone gargoyles inhabit wide beaches and deserts, or any place with a large amount of sand or loose dirt. They have a rough, granulated appearance, and small bits of debris constantly fall from their bodies. Sandstone gargoyles gain a burrow speed of 10 feet, but only through sand or loose soil. Because of this burrow speed and their earth subtype, they also gain tremorsense with a range of 30 feet, but it only functions on sand or loose soil. In addition, they can bury themselves in sand, erupting forth to attack with surprise. This counts as a charge, except the sandstone gargoyle can only move up to its speed (not twice its speed). This racial trait replaces Rock & Stone, and reduces the natural armor bonus of Constructed Body by one.
* **Waterspout:** These creatures have adapted to life in a magical city, and may be the descendants of a wizard’s team of modified gargoyle guards and spies. Waterspout gargoyles gain a climb speed of 20 feet. In addition, they can use a breath weapon in the form of a stream of high-velocity water 20 feet long and 1 foot wide which expels about 30 gallons of water. The force of this geyser deals 1d4 points of bludgeoning damage to a single target and the gargoyle can use this ability to trip or bull rush the target as a free action (if the attempt fails, the gargoyle cannot be tripped or bull rushed in return). The breath weapon is usable once every 1d4 rounds and it is a supernatural ability. Particularly daring gargoyles can reduce their stream to a trickle in order to pass themselves off as ornamental fountains. This racial trait replaces one of the attacks from Natural Attacks, and reduces the natural armor bonus of Constructed Body by one.

* **Acute Senses:** A number of gargoyles have to rely on their senses instead of their endurance to survive. Gargoyles with this racial trait remove their -2 penalty to Wisdom, but reduce their +4 Constitution bonus to +2.

## Gargoyle Racial Feats

* **Static Defense**

*Turning into a statue hardens your skin and makes it nigh impenetrable.*

**Prerequisites:** Gargoyle, Statue racial trait, Con 17, Toughness, Endurance, Diehard, character level 7th.

**Benefit:** As a full-round action, you can partially turn into a statue and gain increased defenses. You gain a +1 enhancement bonus to your natural armor which is increased by one for every four character levels you have (maximum +6 at 20th level), and gain damage reduction/- equal to half your total character level + your Constitution modifier.

**Special:** You can combine this ability with the freeze ability from the Statue racial trait.

* **Tail Attack**

*A thick tail of stone offers you more offensive capabilities.*

**Prerequisites:** Gargoyle, Str 15, base attack bonus +5.

**Benefit:** You gain a tail slap attack. This is a secondary natural attack that deals 1d6 bludgeoning damage.

* **Wing Attack**

*You have found that a heavy pair of wings can give you an edge in melee.*

**Prerequisites:** Gargoyle, fly speed, Str 15, Dex 15, Skill Focus (Fly), Fly 5 ranks, base attack bonus +7.

**Benefit:** You gain two wing attacks. These are secondary natural attacks that each deal 1d4 bludgeoning damage.

* **Slam Attack**

*Your heavy stone body has proven useful for body slamming.*

**Prerequisites:** Gargoyle, Str 17, Con 17, Improved Unarmed Strike, base attack bonus +8.

**Benefit:** You gain a slam attack. This is a primary natural attack that deals 1d8 bludgeoning damage.

* **Improved Flight**

*You have grown into a decent flier, at least when compared to others of your kind.*

**Prerequisites:** Gargoyle, fly speed, Dex 15, Fly 5 ranks, character level 8th.

**Benefit:** You increase your fly speed to 80 feet and improve your maneuverability rating to average.

* **Gargoyle Swoop**

*Diving down from the skies, you can bring a devastating assault upon your enemies.*

**Prerequisites:** Gargoyle, fly speed, two or more natural attacks, Dex 17, Improved Flight, Death from Above, Flyby Attack, Fly 8 ranks, base attack bonus +10.

**Benefit:** Whenever you charge an opponent while flying above them and move at least 40 feet on the charge, you gain the pounce special ability until the end of your turn.

* **Improved Tremorsense**

*Your ability to detect vibrations has greatly improved.*

**Prerequisites:** Gargoyle, Sandstone racial trait, Wis 11, Skill Focus (Perception), character level 6th.

**Benefit:** The range of your tremorsense is increased to 60 feet.

* **Greater Tremorsense**

*You've gotten used to different types of ground when trying to sense others.*

**Prerequisites:** Gargoyle, Sandstone racial trait, Wis 13, Skill Focus (Perception), Improved Tremorsense, character level 9th.

**Benefit:** Your tremorsense is no longer limited to just sand or loose soil and you can detect vibrations on any type of ground.

* **One With the Earth**

*Your connection with the element of earth has grown particularly strong.*

**Prerequisites:** Gargoyle, Sandstone racial trait, Str 15, Con 15, Wis 13, Skill Focus (Perception), Improved Tremorsense, Greater Tremorsense, Endurance, character level 12th.

**Benefit:** You gain earthglide. In addition, your burrow speed increases to 20 feet.

**Earthglide (Ex):** When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

* **Implant Adjusted**

*Through painful experimentation, your body has finally adapted to various mineral implants.*

**Prerequisites:** Gargoyle, Con 19, Wis 13, Skill Focus (Craft (sculptures) or Craft (stonemasonry)), character level 5th.

**Benefit:** Your maximum number of mineral implant item slots (see below) is equal to your Constitution modifier, instead of two. Your Constitution modifier gains a +3 bonus when determining whether you are fatigued or exhausted because of a lowered Constitution score and active mineral implants. In addition, you gain a +2 bonus on Craft (sculptures) and Craft (stonemasonry) checks related to mineral implants.

## Gargoyle Equipment

**Note:** The following features are highly experimental and subject to change!

### Mineral Implants, gargoyle

Many gargoyles have found a special craving for valuable minerals and gemstones. Consumption has long been their most prevalent way of using these materials but because of the gargoyle's unique ability to shape their bodies and adapt to their environment, some have a far better use for them. With a bit of effort, these minerals and gemstones can enhance the abilities of a gargoyle. This is done by implanting them directly within the gargoyle. Gargoyles have two mineral implant item slots, and can gain additional slots by having the Implant Adjusted feat.

Gargoyles can use their mineral implant item slots to insert gemstones and special materials into them to gain various bonuses. This is done by performing either a Craft (sculptures) or Craft (stonemasonry) check and matching or exceeding the specific DC of the chosen mineral implant. Alternatively, gargoyles can have others do the implantation for them.

Inserting mineral implants is much like crafting a magic item. The time it takes to insert a mineral implant depends on the price of the specific implant. Every 1000gp in its base price equates to 1 day of work. If the Craft check for an implant exceeds the DC by 5 or more, the crafting speed for that implant is doubled (every 2000gp equates to 1 day of work). If the Craft check fails by 5 or more, the implantation goes wrong and half the materials are destroyed. The gargoyle cannot function normally while the implantation is in progress, and they are considered to be fatigued until the process is fully completed.

If a gargoyle has active mineral implants and their Constitution modifier drops below the total amount of active implants they currently have, they are fatigued. If their Constitution modifier is at least two lower than their total amount of active implants, they are exhausted instead. These conditions persist until their Constitution score is restored to appropriate levels.

Removing an inserted mineral implant requires another Craft check with a DC equal to the original Craft DC of the mineral implant that is being removed. The time it takes to remove an implant is the same as inserting it. On a successful Craft check, you receive half the materials back. If the Craft check for the removal exceeds the DC by 5 or more, you gain all the materials back and the removal speed for the implant is doubled. If the Craft check fails by 5 or more, you gain nothing back and the implant is destroyed.

A specific implant cannot be inserted more than once unless stated otherwise.

#### Sulfurous Evolution (Ex)

**Price** 10000 gp

DESCRIPTION

*An explosive mixture of sulfur brings you monstrous potential and shakes your bestial side.*

Gargoyles with this implant can choose a Monster Feat whenever they have a new feat available. Once a particular Monster Feat has been chosen, that feat is tied to this specific implant, and no more Monster Feats can be chosen.

The implant does not grant an additional feat, it merely gives the option of choosing a Monster Feat in place of a regular feat.

This implant can be inserted multiple times. Each time it is inserted, an additional Monster Feat can be taken.

CONSTRUCTION REQUIREMENTS

**Cost** 5000 gp; **DC** 15

#### Abysium Glands (Ex)

**Price** 11000 gp

DESCRIPTION

*Abysium glands make you tolerant to the nasty effects of abysium and help you defend against those that come too close.*

Gargoyles with this implant are immune to the negative effects of abysium and gain a +2 bonus on saving throws against poison. Any creature that grapples them or damages them with unarmed or natural weapons must succeed at a Fortitude save with a DC equal to 10 + the gargoyle's character level + the gargoyle's Constitution modifier or be sickened for 1 round. This is a poison effect.

**Special:** Once per week, a gargoyle with this implant can perform a painful extraction through his glands in order to produce a single dose of abysium powder. After the extraction, they immediately take 1d2 Constitution damage.

CONSTRUCTION REQUIREMENTS

**Cost** 5500 gp; **DC** 17

#### Diamond Tips (Ex)

**Price** 12000 gp

DESCRIPTION

*Teeth and claws tipped with diamonds help you break hard surfaces and pierce through magical protection.*

Gargoyles with this implant must choose one of their natural attacks that deals either piercing or slashing damage. It counts as being both magic and adamantine for the purposes of bypassing damage reduction. In addition, attack and damage rolls with it gain a +1 racial bonus.

This implant can be inserted multiple times. Each time it is inserted, a different natural attack must be chosen.

CONSTRUCTION REQUIREMENTS

**Cost** 6000 gp; **DC** 20

#### Voidglass Skull (Ex)

**Price** 13000 gp

DESCRIPTION

*A strong skull of voidglass helps you sense when your mind is being played with and allows you to weaponize your own thoughts.*

Gargoyles with this implant gain a +2 insight bonus on saving throws against mind-affecting effects. In addition, they can use *Mind Thrust III* once per day as a spell-like ability (caster level equals the gargoyle's total character level; the save DC is Constitution-based).

This implant can be inserted up to four times. When inserted for a second time, Mind Thrust III is replaced with *Mind Thrust IV*. When inserted for a third time, Mind Thrust IV is replaced with *Mind Thrust V*. When inserted for a fourth time, Mind Thrust V is replaced with *Mind Thrust VI*.

Unlike other implants, additional insertions after the first do not take up mineral implant slots; they instead act as upgrades for the base implant. Each upgrade has an increased base cost and construction cost, +2000gp and +1000gp respectively. The Craft DC is also increased by 5 (the first upgrade costs 15000gp or 7500gp and has a Craft DC of 27, the second upgrade costs 17000gp or 8500gp and has a Craft DC of 32 etc.).

CONSTRUCTION REQUIREMENTS

**Cost** 6500 gp; **DC** 22

#### Mithral Limbs (Ex)

**Price** 14000 gp

DESCRIPTION

*These mithral limbs give you a feeling of lightness you've never felt before.*

Gargoyles with this implant gain a +5 feet bonus to their land, climb and burrow speeds, and a +10 feet bonus to their fly and swim speeds. They must possess these forms of movement to gain a bonus to them; they do not gain new forms of movement from this implant. In addition, once per day as a swift action, they may take an extra move action during their turn and immediately end their turn after using that move action.

**Special:** This implant also reduces the gargoyle's weight by 25%.

CONSTRUCTION REQUIREMENTS

**Cost** 7000 gp; **DC** 25

#### Living Steel Veins (Su)

**Price** 15000 gp

DESCRIPTION

*Living steel veins can repair your stony body when other forms of healing fail to help.*

Gargoyles with this implant gain fast healing 2. This implant can heal up to a number of hit points per day equal to twice their total character level + their Constitution modifier. This ability can be suppressed at-will as a free action, but it will resume functioning if the gargoyle loses consciousness or is otherwise unable to perform mental actions.

CONSTRUCTION REQUIREMENTS

**Cost** 7500 gp; **DC** 27

#### Gem Embedding, Defensive (Ex)

**Price** 16000 gp

DESCRIPTION

*An embedded gem on your shoulder absorbs a portion of hostile elemental energy projected at you.*

Gargoyles with this implant gain energy resistance corresponding to the type of gem that is being used in the crafting process. Emerald grants acid resistance 10, ruby grants fire resistance 10, sapphire grants cold resistance 10, and topaz grants electricity resistance 10.

This implant can be inserted up to two times. Each time it is inserted, a different gem must be used.

CONSTRUCTION REQUIREMENTS

**Cost** 8000 gp; **DC** 30

#### Gem Embedding, Offensive (Su)

**Price** 17000 gp

DESCRIPTION

*A large magical gem placed inside your eye socket gives you new options when attacking enemies.*

Gargoyles with this implant gain a special ranged touch attack with a range of 60 feet that can be used once per day as a standard action. Creatures that are immune or have sufficient resistance to the elemental damage dealt by the attack are also immune to its secondary effects.

**Emerald:** The gargoyle targets a single enemy with an acidic ray that deals 1d10 acid damage for every two character levels they have. The ray briefly corrodes its target, reducing both their armor bonus and natural armor bonus by 2 (to a minimum of 0) for 1 round.

**Ruby:** The gargoyle targets a single enemy with a burning ray that deals 1d10 fire damage for every two character levels they have. The ray ignites upon contact, inflicting burn (1d10, Reflex save with a DC equal to 10 + half the gargoyle's total character level + the gargoyle's Constitution modifier negates).

**Sapphire:** The gargoyle targets a single enemy with a freezing ray that deals 1d10 cold damage for every two character levels they have. The ray applies a chilling shock to its target, making them fatigued for 1 round.

**Topaz:** The gargoyle targets a single enemy with an electric ray that deals 1d10 electricity damage for every two character levels they have. The electricity forks to a secondary target within 30 feet of the primary target, chosen by the gargoyle. The secondary target must succeed at a Reflex save with a DC equal to 10 + half the gargoyle's total character level + the gargoyle's Constitution modifier or take half damage.

This implant can be inserted up to two times. If the same gem is used when inserted for a second time, the damage dice of the ray is increased to 1d12 and it can be used one additional time per day. In addition, the penalties inflicted by the emerald gem are increased by 1, the burn damage inflicted by the ruby gem is increased to 1d12 and its save DC is increased by 1, the target of the sapphire gem is exhausted instead of fatigued, and the save DC of the topaz gem is increased by 2.

CONSTRUCTION REQUIREMENTS

**Cost** 8500 gp; **DC** 32

#### Crystalline Eyes (Su)

**Price** 18000 gp

DESCRIPTION

*Clear crystals scattered across your head offer you new ways to perceive threats.*

Gargoyles with this implant gain all-around vision.

**All-Around Vision:** The creature sees in all directions at once. It cannot be flanked.

CONSTRUCTION REQUIREMENTS

**Cost** 9000 gp; **DC** 35

#### Adamantine Coating (Ex)

**Price** 20000 gp

DESCRIPTION

*Even a thin coat of adamantine helps immensely in enduring blows.*

Gargoyles with this implant gain damage reduction \*/adamantine equal to half their total character level (minimum 1). If they already have this type of damage reduction, they increase it by 5 instead.

CONSTRUCTION REQUIREMENTS

**Cost** 10000 gp; **DC** 40