Large Construct, Lawful Neutral
Armor Class 14
Hit Points 90 (12d10 + 24)
Speed 30 ft., Walk 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +4, CON +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Slashing
Senses Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

False Appearance. While the gargoyle remains motionless, it is indistinguishable from a normal statue.

Magical Tail. If the gargoyle takes 30 or more damage in a single turn, its tail is chopped off. Once the tail is chopped off, the gargoyle can no longer use its tail attack.

 

Actions

Action Name. Enter the description for your action.

Halberd. , Melee Weapon Attack: +4 to hit, reach 10 ft., Hit: 7 (1d10+2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., Hit: 5 (1d10+0) poison damage.

Fire Breath (Recharge 5-6). The gargoyle exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Description

THE BELLTOWER GARGOYLES 

Hiding in plain sight, belltower gargoyles sit at the rooftops of churches and parishes, guarding the bell from unexpected intruders. They are created by magic with the single intent of protecting the parish. When they see adventurers approaching to ring their bell, they spring to life, attacking viciously with their halberd and poison-tipped tail.


STRENGTH IN NUMBERS

Some churches have only two gargoyles. Others can have as many as four or five. The gargoyles often hide among true statues, and usually only begin to attack one at a time, waiting until their ally becomes significantly injured to jump in for a surprise attack.

MAGICAL TAIL

The gargoyle, like many other monsters, has a magical tail that, if acquired, can be forged into a powerful weapon. The weapon, a battleaxe, has poison properties.

Lufance

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