False Appearance. While the watchdog gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Multiattack. The gargoyle makes two attacks: One with it's weapon and one with it's tail. Should the Gargoyle fall beneath half health, it will replace the tail attack with another weapon attack.
Collosal sword: melee attack, one target, 10 ft reach, +7 to hit. 3d6+3 slashing damage.
Tail whip: melee attack, one target, 10 ft reach, +7 to hit. 1d4+3 bludgeoning damage. Target must pass A DC 14 Strength save or be knocked back 10 feet. Should the target fail by 5 or more, they will also be knocked prone.
If the Gargoyle has three or more enemies with it's 10ft reach, it will forgo the attack action for a sweeping strike with it's sword.
Sweeping sword: Radius of 10ft, centered on self. All creatures within 10 ft must make a DC 14 Dexterity save or take 3d6+3 slashing damage. Any creature that fails by 5 or more will also be knocked prone.
If the Gargoyle can see 3 creatures sufficiently grouped then it will cast a 2nd level Burning Hands directed towards the group of creatures.
2/day
2nd level cast, Burning Hands:
*As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a DC 14 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.*
The fire ignites any flammable objects in the area that aren't being worn or carried.
Description
These malevolent creatures of elemental earth resemble grotesque, fiendish statues who are armed with a variety of large weapons. They are often the elemental construct of a mage of notable power. These Gargoyles are employed to guard places of import to the mages who create them.
Often when encountering a Watchdog Gargoyle, it is not unlikely to find the remains of curious adventures within it's lair.
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