AC
15
Initiative
+2 (12)
HP
67
(9d8 + 27)
Speed
30 ft., fly 60 ft.
Mod | Save | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 11 | +0 | +0 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 6 | -2 | -2 |
WIS | 11 | +0 | +0 |
CHA | 7 | -2 | -2 |
Skills
Stealth +4
Immunities
Poison; Exhaustion, Petrified, Poisoned
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Primordial (Terran)
CR
2 (XP 450; PB +2)
Traits
Flyby. The gargoyle doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Actions
Multiattack. The gargoyle makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
They took away its damage resistances... I wonder why? Magical stone makes sense to be resistant.
They boosted its Hit Points by 15 (2d8 + 6) to compensate for the loss of Resistance.
IDK why they did it, but when I DM, I find monster's Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons** to be the least effective resistance in the game*. I'm glad they upped the HP rather than keep the Resistance. In all the published adventure content, magical weapons are easy to discover. And the 2024 Dungeon Master's Guide indicates players should have tons of magical items. Also, giving space to Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical weapons in 200 stat block sure does waste a lot of space.
*I think it has value on monsters with a CR of less than 5, which the gargoyle is. But 2024 has all sorts of ways for players to sidestep resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons as many classes can switch a weapon's damage type to something else. I think the +15 Hit Points is better.
** the "... that aren't Adamantine" was redundant, eventually. When Adamantine Weapons were introduced in 5E's Xanathar's Guide to Everything, it was introduced as magical items. I suppose in the time between 2014's Monster Manual and XGtE, that was a DM's judgment call.