I was wondering if anybody has modified the gargoyle in such a way so that when anybody can see it, it gains immunity to all damage except psychic, and becomes petrified, and when nobody can see it it has a move speed of 100 ft (no fly speed). On your turn, you make can make a con save to avoid blinking, if you fail, and this causes a weeping angel (gargoyle) to become unseen, it can move 10 feet. If it ends this movement within 5 feet of a hostile creature, it can make a free melee attack that send the creature back in time on a hit. So, basically D&D doctor who weeping angles.
The average humanoid blinks about once every 15 seconds, so every 3 rounds in D&D. I would say you have to make a Con save for each round beyond 2 to not blink, and the DC increasing each round. And when you blink (assuming everyone else either blinked at the same time or wasn’t looking), it should be able use a reaction to move up to its walking speed. When it is being observed, it should just be subjected to the petrified condition, except that it is aware of its surroundings. Also, it should be able to use an action to turn off light sources even while petrified.
Personally, I would just make weeping angel statistics from scratch instead of modifying gargoyles.
Weeping angels would be difficult to use in a turn based game like this. Getting 3+ characters to blink at once would be difficult. Especially since characters are assumed to be looking in all directions at once and most races have darkvision.
Like the weeping angels, this thing is intended to move faster than a blink, so the mechanic (a perception check made by everyone that can see it) determines if it can move on its turn. The fear aura makes that occurrence more often.
the one time I've run it, it got to attack two rounds out of four.
I was wondering if anybody has modified the gargoyle in such a way so that when anybody can see it, it gains immunity to all damage except psychic, and becomes petrified, and when nobody can see it it has a move speed of 100 ft (no fly speed). On your turn, you make can make a con save to avoid blinking, if you fail, and this causes a weeping angel (gargoyle) to become unseen, it can move 10 feet. If it ends this movement within 5 feet of a hostile creature, it can make a free melee attack that send the creature back in time on a hit. So, basically D&D doctor who weeping angles.
I did NOT eat those hikers.
The average humanoid blinks about once every 15 seconds, so every 3 rounds in D&D. I would say you have to make a Con save for each round beyond 2 to not blink, and the DC increasing each round. And when you blink (assuming everyone else either blinked at the same time or wasn’t looking), it should be able use a reaction to move up to its walking speed. When it is being observed, it should just be subjected to the petrified condition, except that it is aware of its surroundings. Also, it should be able to use an action to turn off light sources even while petrified.
Personally, I would just make weeping angel statistics from scratch instead of modifying gargoyles.
Weeping angels would be difficult to use in a turn based game like this. Getting 3+ characters to blink at once would be difficult. Especially since characters are assumed to be looking in all directions at once and most races have darkvision.
saw a suggestion of magical darkness that happens on the angels round to allow for unseen movement. DM: "alright close your eyes..... trust me."
I did this for an SCP based creature...its tough to run, but feasible:
https://www.dndbeyond.com/monsters/431616-the-sculpture
Like the weeping angels, this thing is intended to move faster than a blink, so the mechanic (a perception check made by everyone that can see it) determines if it can move on its turn. The fear aura makes that occurrence more often.
the one time I've run it, it got to attack two rounds out of four.