Generally appearing as winged stone statues, these creatures are largely solitary, as well as tending to be neurotic collectors. In the absence of their home’s castle fortresses, they find themselves relatively comfortable in the mountains. They were cast out of the realm of Grayle for the sin of paranoia, hiding and hoarding away from their peers. The gargoyles did not build a city upon arriving in this new world, instead seeking out individual boltholes in which to continue their hoards. They consider their exile to be entirely unreasonable but can’t be bothered with being too angry about it.
Gargoyles do not engage in trade, but may be bribed with shiny objects.
Gargoyle Rogue 5
CE Medium Monstrous Humanoid
Init +2; Senses Darkvision 60; Perception +8
DEFENSE
AC 21, touch 17 (+1 vs traps)
HP 52
Fort +6, Ref +6, Will +1 (+1 Ref vs traps)
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge
DR 10/magic
OFFENSE
Melee Vicious Mere Club +8 (1d4+2d6(1d6 kickback)+5/x2)
Ranged Distance Sling +5 (1d4+2/x2)
Special Attacks Sneak Attack +3d6+3 bleed
STATISTICS
Str 20, Dex 14, Con 20, Int 8, Wis 10, Cha 6
Base Atk +3; CMB +8; CMD 20
Skills Bluff +6, Climb +13, Fly +7, Intimidate +6, Perception +8, Sleight of Hand +10, Stealth +12
Languages Gargoyle
SQ
Trapfinding: +2 to Disable Device and Perception vs traps.
Rogue Talents (Bleeding Attack, Scavenger).
Uncanny Dodge: never flat-footed.
Grinding Armor: grappled creatures take 1 damage
Gear Vicious Mere Club, Distance Sling, Grinding Leather Lamellar, Bracers of Armor +1, meat x10, huge treasure chest, waterskin x5, cooking kit, masterwork survival kit, dartboard set, adamantine 2lb, copper 157lb, gold 15lb, mithral 2lb, platinum 2lb, silver 80lb, rough gems (500), hogshead of grog