The Gargoyle (of Fantos)

by JEB and Dracandros

This is originally from another document, "The Races of Fantos," where they were called the "Dargoyle." However, since that was written in late 1995, much more has been revealed about Disney's Gargoyles (upon which the original race was based). Further, that document's race was nowhere near as descriptive as the gargoyles deserved. So, nearly 3 and a half years later, I'm taking another crack at it.

Ability Score Adjustments: Fantos gargoyles are powerful beings. They gain a +3 bonus to their initial statistics, which can be distributed in any way between Strength, Dexterity, and Constitution. (For example, +1 Str +1 Dex +1 Con, or +2 Dex +1 Con, or +3 Str, etc.)  However, they are seen by many (demi)humans as evil monsters, and thus suffer a -3 to their starting Charisma. The penalties for low Charisma do not apply to other Fantos gargoyles.

Ability Score Range:
Ability              Min/Max
Strength              10/21
Dexterity              6/21
Constitution           6/21
Intelligence           6/18
Wisdom                 5/18
Charisma               3/15

Class Restrictions:
Class                             Max. Level
--------------------------------------------
WARRIOR
  Fighter                                  U
  Ranger                                  15
  Paladin                                 --
  Avenger*                                15
--------------------------------------------
WIZARD
  Mage                                    20
  Illusionist                             15
  Chronomancer**                          15
  Specialist***                           15
--------------------------------------------
PRIEST****
  Cleric                                  10
  Druid                                   10
--------------------------------------------
ROGUE
  Thief                                   10
  Bard                                    --
--------------------------------------------
OTHER
  Psionicist                              12
  Tinker*****                             15
--------------------------------------------

* From the RAVENLOFT campaign setting - see Domains of Dread.
** From the Chronomancer accessory.
*** Fantos gargoyles may be any kind of Specialist Wizard.
**** Fantos gargoyle priests cannot cast spells from the Sun sphere. However, they can cast the reverses of any spells from that sphere.
***** Originally from the DRAGONLANCE campaign - however, this is not the Krynnish Tinker but the version from my personal campaign, found in the document "The Tinker."

Fantos gargoyles may multi-class in the following combinations: Fighter/Mage, Ranger/Mage, Avenger/Mage, Fighter/Cleric, Fighter/Psionicist, Mage/Cleric, Mage/Thief, Psionicist/Thief, Psionicist/Tinker, Tinker/Mage, Tinker/Thief, Fighter/Mage/Cleric, Psionicist/Tinker/Thief . From Chronomancer, they may also be Temporal Champions and Temporal Raiders, with maximum levels of 15 and 10, respectively.

HIT DICE: PC gargoyles of Fantos receive Hit Dice by class.

ALIGNMENT: Fantos gargoyles can be of any alignment.

NATURAL ARMOR CLASS: 8

BACKGROUND:
     Fantos gargoyles are a race of winged humanoids thought to be a natural form of the animated stone gargoyles found in other worlds. In fact, some sages believe that the Fantos gargoyle may have inspired the statues from which the evil gargoyles were made. According to their ancient and hard-to-find records, these beings originated in an alternate prime-material world, which they called "Terra." Most Fantos gargoyles, however, are unaware of these origins, nor do they care to know- they are not a species that dwells on such things. A few venerable and learned elder gargoyles have some knowledge of this subject, despite that.
     They have a great variety in appearance. Most appear as vaguely reptilian humanoids, with a pair of bat-like wings growing from their backs and a prehensile tail. They have four fingers and toes, all of which are clawed. Their feet are large, with three toes in the front and one on the heel, and they walk on the balls of their feet rather than the entire foot. They also have pointed ears and fangs, and almost all have a ridge of horns where a human would have their eyebrows, or on their forehead or the entire top of their skull. These horns vary greatly in configuration, being anywhere from two nubs to a full triceratopsian crest. Fantos gargoyle skin colors include a wide variety of pigments, including blue, green, gray, orange, violet, red, yellow, lavendar, brown, pink, black, and white. Their hair colors, however, are only within the human range- blond, brown, black, red, gray, or white. A number of gargoyles, by birth or by choice, are also bald.
     Fantos gargoyles appear in other configurations as well. Some have wings like those of a flying squirrel, a membrane stretched from elbow to knee. Others have beaks like those of a pterodactyl. Still more resemble avian or mammalian lifeforms, such as griffins, eagles, unicorns, or lions. These Fantos gargoyles look like anthropormorphic versions of these creatures, with wings that are feathery like a bird's. At least one known gargoyle had the lower body of a snake and scaly skin with feathered wings. Obviously, there is a great disparity in the looks of Fantos gargoyles.
     There is a subspecies of the Fantos gargoyle known as a gargoyle beast. These creatures roughly resemble dogs, but have the reptilian features of the common Fantos gargoyle. Many have a resemblance to small, wingless dragons. They are thought to be related to these gargoyles as apes are related to humans. (Gargoyle beasts will be described in more detail in a later document.)
     When these gargoyles are angered, their eyes glow. The eyes of males glow white, while those of females glow red. This is generally consistent across the species, but some gargoyles are known whose eyes glow the opposite color from their gender, or completely different colors (such as yellow, blue, green, or gray).
     Gargoyles are active entirely at night- while the sun is up, they are in what is termed "stone sleep." (See below for more information on that.) Female gargoyles of Fantos become fertile for a few weeks every 20 years. The children are laid as eggs slightly larger than those of an ostrich, and hatch in ten years. The children are raised by the entire clan- the concept of mother and father, daughter and son, is non-existent. The hatchlings are the children of the whole clan, the older members of the clan their siblings and parents. The gargoyle aging process is far slower than in humans- specifically, the average gargoyle of Fantos lives twice as long as the average human. However, they also take twice as long to mature- for example, a 32-year-old gargoyle looks and acts like a 16-year-old.
     These beings live in groups of between roughly a half-dozen to 4 dozen members, called clans. These clans are led by one leader, and a "second", short for second-in-command. All members of a clan tend to be fiercely loyal to each other- even lawful good and chaotic evil members are expected to coexist (and amazingly, usually do). This does not mean that all gargoyle clans are so harmonious, however- in some clans, in-fighting is frequent and even commonplace. But in most clans, such battles are forbidden- if it occurs, the main aggressor (and sometimes even the defender) are banished from the clan, becoming outcasts. The same penalty holds for other crimes, such as murder, stealing, or otherwise betraying your clanmates. An outcast gargoyle is generally a dangerous and bitter soul, but some become wandering adventurers and seek a new "clan" in the form of an adventuring party.
    Often, a clan of these gargoyles join forces with a (demi)human community, acting as nocturnal defenders of those communities. In exchange for protection at night, the town guards the sleeping clan by day.
     Most Fantos gargoyles are warriors, but there are those who choose other professions. Wizards are common among gargoyles, perhaps due to their inherently magical nature. Priests, however, are not- while they do have vague religious beliefs, they do not have any formalized religion or deities. This does not mean there are no gargoyles who choose a priestly path, but they are scarce beyond belief. Outcast gargoyles are known to become druids in addition to those in clans, so they are ever-so-slightly more common than clerics. Thieves are also less common than warriors, for Fantos gargoyles do not tolerate stealing within the clan- however, some develop these skills to use on people outside the clan, for gargoyles too can be attracted by wealth. Psionicists are rarer yet, because, while the magical nature of this species promotes wizardly abilities, it hinders the development of psionics. More frequent than the psionicist but less common than the thief, some gargoyles take up the Tinker class. Tinkers are frowned upon by elder generations of Fantos gargoyles because of the lack of emphasis on combat, but more recent generations have become more tolerant. There are also craftspeople and sages among gargoyles, but these are extremely rare. Gargoyles only sometimes use weapons and armor, and have little interest in material goods, so craftspeople are not generally needed. Sages are infrequent due for the same reasons as Tinkers. Gargoyles too elderly to fight will sometimes become sages, however, but elderly gargoyles are also very rare thanks to their lifestyle.
     PC gargoyles of Fantos are either outcasts, or members of a clan who have decided to strike out on their own for whatever reason. The latter can often turn to their clans for assistance in times of trouble, but the former are completely on their own.

LANGUAGES:
     Fantos gargoyle PCs begin play with Fantos gargoyle, common, and two demihuman languages (choose from elf, dwarf, gnome, halfling, or DM’s choice).

SPECIAL ADVANTAGES AND DISADVANAGES:
     The gargoyles of Fantos can glide on air currents with their wings, at a rate of 18 (B). In times of need, this can be adjusted to 24 (C) or 30 (D). After 3 continuous hours (plus one turn per level) of flight, the Fantos gargoyle must stop to rest or take 1d3 damage per turn that they do not do so. It takes an hour of rest to recuperate from this exertion and damage. If the Fantos gargoyle's wings are damaged, the penalties from exertion apply when an attempt is made to use the damaged wings.
     Fantos gargoyles start play with the Jumping non-weapon proficiency. This is free, and does not count towards the PC's initial proficiency slots. They can forego normal weapons and spells for a claw/claw/tail attack that inflicts 1d6/1d6/1d4. Regardless of class, a Fantos gargoyle can Move Silently, Hide In Shadows, and Detect Noise as a thief with a 11% chance of success per level (maximum of 99%). They can also Climb Walls with a base chance of 45% at 1st level, and increased by 6% per level over 1.
     Since a gargoyles' sole period of activity is at night, they see as well under moonlight as humans do in sunlight, and in mere starlight or torchlight to half range, and in total darkness to 90'.
      During the day, Fantos gargoyles' bodies transform into an organic stone-like substance. This is unavoidable without magical aid, even if the gargoyle is out of the sunlight, because this is a biological process attuned to the rising and setting of the sun. It is not dependent on the sun itself.
     While in this "stone sleep" their Armor Class increases to 3, but they have half their total hit points. A gargoyle attacked in this state cannot defend themself. If they are reduced to -5 hit points, their stone form is shattered and they are slain. They can only be resurrected if all their stone pieces are found and the body rebuilt. Otherwise, a wish is all that can bring them back in their original form. Reincarnation works as normal.
    When they awaken from their stone sleep at sundown, any damage they sustained before their sleep is healed, and any poisons or diseases they were afflicted with- save magical ones- are purged from their systems. However, deep scars and mutilations (such as missing hands or blinded eyes) are not regenerated. Any damage sustained during stone sleep also remains with them.
     Fantos gargoyles are unable to purchase any sort of clothing or armor due to their wings and tail without paying half again the cost of such items. The only exception is when they are bought from the craftspeople among their own clan. They also cannot purchase footwear (other than footwraps) due to their unusual foot structure. However, they generally do not need footwear, since their feet are as tough as leather boots.
     Lastly, Fantos gargoyles suffer a -4 to reaction rolls because of their monstrous appearance. Also, as stated above, Fantos gargoyles' eyes glow when they are angered. When this happens, opponents who haven't fought a gargoyle before and won are at -2 to Morale checks. However, their eyes tend to glow anytime they're angry. Thus, when they're angry and their eyes are glowing they have a further -2 to reaction checks.

MONSTROUS TRAITS: Appearance, glowing eyes when angered.

SUPERSTITIONS: None

WEAPON PROFICIENCIES: Any

NONWEAPON PROFICIENCIES*: Danger sense, direction sense, hiding, blind-fighting, endurance, hunting, natural fighting, intimidation, mountaineering, survival, tracking, wild fighting, herbalism.

Proficiencies in bold italics are from The Complete Book Of Humanoids

AVERAGE HEIGHT AND WEIGHT
Hgt.                Wgt.
Base   Modifier     Base        Modifier
60/55   5d6        150/100      10d20

AGE
Base Age       Variable       Maximum Age     Average Max. Age
30              2d8           180+2d20         200

AGING EFFECTS
Middle Age*     Old Age**    Venerable***
90              120          180

* -1 Str/Con, +1 Int/Wis
** -2 Str/Dex, -1 Con, +1 Wis
*** -1 Str/Dex/Con, +1 Int/Wis

THIEVING SKILL RACIAL ADJUSTMENTS
PP    OL    F/RT   MS    HS   DN   CW    RL
---   -5%   ---    #*#   #*#  #*#  #*#   -15%

#*#--See above under Special Advantages.

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