Fang and Wing
Gargoyles for D&D3E (V0.7)

by Jonathan


Author's Notes: 
It's over.
It's finally, really over.
By the time you see this, Fang and Wing will have been thirteen months in the scrawling, since the middle of November 2000, when I first put pen to paper. Now thirteen months, eight drafts, and four blown deadlines later, it's complete. 
Or rather, I've decided that Fang and Wing is publicly presentable. This document is, however, still a draft - Much of it has never been play tested or even tested at all, I just liked it.
So I am seeking comments and feedback on Fang and Wing. What you thought of it, what you like, what you don't, for the next version.
I can be contacted by emailing Jonathan at pbroeder@wave.co.nz, or by dropping a message for me in the Station Eight comment room. I'm a permanent lurker there, but if it's addressed to me, I'll answer it.

"...While she with fang and claw and wing, doth swear swift death his foes to bring."     -Luna

CONTENTS
Introduction. 
This is a short guide to basic gargoyles plus a quick description of how to use this document.

Character Creation
This section contains rules to create a gargoyle character. This covers all character creation except skills and feats.

New Rules. 
Some special rules for gaming with gargoyles.

Skills and Feats. 
Some new D20 feats plus two new skills.

New Spells. 
Thirteen spells, all converted from 2nd edition AD&D.

Equipment. 
A selection of equipment for both modern and fantasy campaigns featuring gargoyles.

Appendix One: Templates. 
Two new templates: The Half-Gargoyle and the Mutate

Appendix Two: Prestige Classes. 
Two new prestige classes: The Hunter, and the Quarrymen

Appendix Three: New Monster. 
The Steel Clan Robot for D&D3E

Links and Credits

Open Gaming Licence. 
The D20 open game licence, included as per the D20 guide, but mainly because there are too many lawyers.


INTRODUCTION
New York is the archetype of all modern cities. It's soaring glass towers have been copied all over the world, along with its civil engineering and elevated highways. It's also home to one of the largest collections of gargoyles on the planet. If you look carefully they're everywhere, hanging off of buildings and churches, as cornices or gutters. Most are placed out of view, above normal line of sight, their stone eyes peering endlessly out at the tide of humanity below.
Watching them. Guarding them. Protecting them.
Most gargoyles are exactly what they seem. Ornamental stone statues perched on buildings. Others, though, are more...

What is a Gargoyle?
There are two kinds of gargoyle - the gargoyles themselves and the gargoyle beasts.
Although characteristics and appearances vary wildly from clan to clan and even within clans, some generalisations can be made.
Gargoyles are usually humanoid - They stand upright, most have three sets of limbs - two arms, two legs and two wings, each with four extensions - four fingers/talons, four toes/talons and four wing struts. They are as intelligent as humans and react much the same. They laugh at jokes, cry at tragedy and fall in love.
Gargoyle Beasts are generally wingless and armless but have four legs. They can run faster than a gargoyle, but are nowhere near as intelligent. Gargoyle beasts are what dogs are to humans - The gargoyle's best friend.
Both types of gargoyles share several traits. First they bath turn to stone at dawn, sleep during the day and wake up at sunset. A sleeping gargoyle is indistinguishable from a stone statue. He is also as vulnerable as a stone statue, unable to wake or defend himself during the day.
Secondly, Gargoyles tend to live together, forming Clans, Wings, Broods, Nests or Tribes, each formed of many couples living around a central rookery.
Third, They are very territorial. A clan of gargoyles will select a territory and protect it from whatever dangers threaten it, patrolling it night after night, often with the inhabitants below completely unaware of their new guardians.

What this is and isn't
This document is intended as a general guide for playing gargoyles in any fantasy or modern era D&D3E campaign. It is not intended to be an exact representation of the Television show. As usual the referee is the final arbiter of what is acceptable and what is not. If you wish to cherry-pick this document, using some things and ignoring others, go for it.
This is intended to be used for D&D3E and requires all three core rulebooks - The Players Handbook, Dungeon Masters Guide and the Monster Manual.
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!

**

CHARACTER CREATION

ABILITY SCORES
Ability scores are generated by rolling the number of dice shown below, removing the lowest-scoring die rolled, and then adding the total of the remaining dice with the racial modifier shown for that ability score. If you are rolling the ability scores for a Gargoyle Beast, then refer to the entry for Gargoyle Beast (under Racial Characteristics: Body Size) for the Intelligence score, as this special case is handled differently than normal.
Following each of the Ability scores is the Minimum, Average, and Maximum of each roll. These are provided for general reference.

Ability        Roll   Minimum   Average   Maximum
Strength       4D6+6    9        17.5       24
Dexterity      4D6+2    5        13.5       20
Constitution   4D6+4    7        15.5       22
Intelligence   4D6      3        11.5       18
Wisdom         4D6-2    1        9.5        16
Charisma       4D6      3        11.5       18

RACIAL CHARACTERISTICS
A character is assembled by picking one body size, one body type, one tail, one set of wings and as many additional features as you like - within the points limit. For a gargoyle character, this is 120 points. A gargoyle beast is 80 points (90 points for a winged beast). Additional feats may also be purchased at 10 points each, up to a maximum of three. Your referee may alter these totals up or down according to personal preference.
Points Limit: 120 points was deliberately chosen to create powerful characters. If the referee thinks this is too much (check the examples for two 120 point gargoyles) I suggest reducing the points available to 100 points for gargoyles, 60 points for beasts and 70 points for winged beasts, will bring the characters closer to average. Also, consider allowing the players to only select the 'Fragile wings' special quality plus two others.
Truly evil referee's can continue to use the 120-point limit for NPC's and Villains, though...
A short note on the divided damage entries: many entries have two damage ratings, e.g. Slam Attack: 1d3/1d4. All Medium-Sized Gargoyles (Slight, Lean/slender, Average-sized and Gargoyle Beasts) used the first number. Large-Sized Gargoyles (Well-built and Stocky/Portly) use the second. The difference in damage is a function of size differences.

Body Size
Slight (Lex)
This sized gargoyle is usually about four feet tall, or within a foot either side of that height. They weigh roughly 120 pounds and are usually the lightest and fastest of all gargoyles.
Strength -2, Constitution -2, Dexterity +6
Medium Monstrous Humanoid
Base Speed: 30ft
Air Speed modifier: +20ft
Base Damage: Claw 1d4 
             Bite 1d4
Face/Reach 5x5/5
Points Cost: 40

Lean/slender (Brooklyn, Una) 
Standing at about five feet tall, weighing in at around 180 pounds, most adolescent warriors are this size.
Strength -2, Dexterity +4
Medium Monstrous Humanoid
Base Speed: 30ft
Air Speed modifier: +10ft
Base Damage: Claw 1d4 
             Bite 1d4
Face/Reach 5x5/5
Points Cost: 35

Average (Griff, Demona)
Most gargoyles are this size: six and a half feet or more in height and weighing around 240 pounds.
Strength +2 
Medium Monstrous Humanoid
Base Speed: 30ft
Air Speed modifier: +0ft
Base Damage: Claw 1d4 
             Bite 1d4
Face/Reach 5x5/5
Points Cost: 30

Well-Built (Goliath)
These gargoyles are usually just over eight feet tall, although they can range from seven to more than nine feet tall. The weight of these gargoyles is normally about 350 pounds.
Strength +4, Constitution +2, Dexterity -2
Large Monstrous Humanoid - AC-1, Att-1
Base Speed: 40ft
Air Speed modifier: -10ft
Base Damage: Claw 1d6 
             Bite 1d6
Face/Reach 5x5/10
Points Cost: 60

Stocky/Portly (Hudson, Broadway)
These gargoyles are usually of average height - around six and a half feet tall. They are classified as 'Large' because of their weight - an average would be 600 pounds.
Strength +2, Constitution +2, Dexterity -2
Large Monstrous Humanoid - AC-1, Att-1
Base Speed: 30ft
Air Speed modifier: -20ft
Base Damage: Claw 1d6 
             Bite 1d6
Face/Reach 5x5/10
Points Cost: 40

Gargoyle Beast (Bronx)
A gargoyle beast is a different species from a 'normal' gargoyle - a lower branch on the gargate family tree. Gargoyle beasts almost never have wings, and are much less intelligent than other gargoyles. They have no arms, but have four legs and a powerful endurance, which allows them to run almost endlessly.
This template is intended to be used for NPC's only. If used as a player character, remember that the Gargoyle Beast must have an intelligence of three or more to be playable. In this case, I suggest altering the Intelligence roll to 1d4+3.
Medium Beast
Strength +4, Dexterity -6, Constitution +4
Intelligence 2d6+1 (remove lowest rolling dice, as usual)
Base Speed: 40ft
Air Speed modifier: -20ft (winged beasts only)
Base Damage: Claw 1d4 
             Bite 1d4
Face/Reach 5x5/5
Gargoyle Beasts are unable to speak.
Sprint (ex): Once an hour, a gargoyle beast can take a charge action to move ten times its normal speed. (400ft, plus any modifiers)
Points Cost: 15

Body Type
Even within a clan, gargoyles vary from person to person. Look at five different gargoyles and you'd think you were looking at five different species. Gargoyles with the silky hide of a fox or a dragon's hard scales rub shoulders with gargoyles with horse's heads or a serpent's body. Gargoyles can be patterned on any living creature from the fish in the sea, to the birds of the air.
Here is a short selection.

Special Note: All Aquatic gargoyles have wings, which allow them to swim through the water at the same rate that they can glide through the air. Such wings are not as good as specialised air-only wings, penalizing them with a -10ft speed modifier when gliding or swimming.

Aquatic, Deep
The deep Aquatic gargoyle lives in the depths of the ocean and rarely comes to the surface. This gargoyle is much more a creature of the sea than of the sky. It is similar to the aquatic mertype in so far as it too, has no legs, just an stretched lower body as a tail, but the aquatic mertypes prefer the shallows and leave the deep aquatic gargoyles to the ocean trenches.
Amphibious (ex): Aquatic gargoyles can breathe air for one hour per point of constitution before they begin to 'drown'.
Blindsight (ex): Deep Aquatic gargoyles can 'see' by emitting high-frequency sounds that allow them to locate objects and creatures underwater within 120 feet. A silence spell or similar magic negates this ability, forcing the gargoyle to use its eyes which see about as well as a human. The Deep Aquatic gargoyle does not have the Low-light special quality.
May not select any feature, wing or tail type with feathers
Tail Slap does 1 extra die of Damage
May not take Kick feat
May not use run action while on the ground
Base speed: -15 feet
AC+3
Points Cost: 25

Aquatic mammalian (otter, sea lion, dolphin, etc) 
These gargoyles are usually patterned after sea otters and are covered with soft lustrous fur and are blessed with a blinding, graceful movement.
Amphibious (ex): Aquatic gargoyles can breathe air for one hour per point of constitution before they begin to 'drown'.
May not select any feature, wing or tail type with feathers
AC+2
Points Cost: 10

Aquatic mertype 
A creature of air and sea, this gargoyle is as much at home in the sea as in the air. Like the Quetzacoatlan gargoyle, he has no legs or separate tail and his lower body merges into a fish's tail.
Amphibious (ex): Aquatic gargoyles can breathe air for one hour per point of constitution before they begin to 'drown'.
May not select any feature or wing type with feathers
Tail Slap does 1 extra die of Damage
May not take Kick feat
May not use run action while on the ground
Base speed: -15 feet
AC+3
Points Cost: 20

Aquatic Piscean (shark, manta ray, fish, etc)
This gargoyle is covered in a tough hide and plated with sharp 'teeth'.
Amphibious (ex): Aquatic gargoyles can breathe air for one hour per point of constitution before they begin to 'drown'.
May not select any feature, wing or tail type with feathers
The gargoyle's rough hide adds +2 automatic damage during all grappling attacks.
AC+4
Points Cost: 20

Avian (eagle, raven, peacock, etc) 
The Gargoyles' body is covered in feathers. The natural Armour class is only slightly better than a humans', but the plumage flexes with the air, making the gargoyle more manoeuvrable while gliding.
AC+1
Competence bonus of +1 for all aerial checks (competence bonuses are covered in the DMG on page 177)
Points Cost: 15

Canine (dog, wolf, fox, etc) 
Canine gargoyles look like a mix of human and wolf. The head usually resembles that of a dog and they have typically gargoyle digitigrade legs (much like a dogs' hind legs) and are covered in coarse fur.
AC+2
Points Cost: 10

Chimeran
In legend, the chimera was a fusion of lion, goat, and dragon - one body with three heads. The gargoyle of the same name is also a hybrid, but with only one head. With goat's legs, and the upper build of a lion, all covered in a mix of scales and furry hide, this is on of the more unusual gargoyle types.
AC+6
Dex-2
Points Cost: 30

Classic
This is the basic gargoyle type. When people think of gargoyles, this is it. Somewhere along the evolutionary line all the other variants, products of the gargoyle's chameleon gene, branched off.
The classic gargoyle has a tough hide and is usually a wide variety of colours. While the body form is basically humanoid, the main difference is the powerful digitigrade legs.
AC+4
Points Cost: 20

Cloven-Hoofed (goat, deer, boar, etc) 
Cloven hoof gargoyles have one main characteristic: cloven hooves. Gargoy0les with goatish or sheepish traits tend to have rough, corse and heavy fur. Gargoyles with boar's traits have tough hide covered with short, stiff bristles. Goatish gargoyles in particular tend to attract the most calls of 'Demon!'
AC+5
Dex-1
Points Cost: 25

Draconic 
A Draconic gargoyle has a body protected by thick, heavy, overlapping scales. While these scales provide excellent protection, they constrict the gargoyle's movement.
AC+8
Dex-4
Points Cost: 40

Equine (horse, zebra, unicorn, etc) 
These gargoyles have a tough hide covered with short, soft hair and have hooves. Equine gargoyles usually resemble humanoid versions of unicorns or horses, but zebras, donkeys, mules, and ponies are also possible.
AC+4
Points Cost: 20

Feline (lion, leopard, panther, etc)
Feline gargoyles look like the big cats: Cheetahs, jaguars, leopards, lions, mountain lions, panthers, etc. They tend to be sleekly muscular, slightly taller than average and very agile.
AC+3
Dexterity +2
Points Cost: 25

Gryphonian 
The gryphon of legend was a winged lion, covered with feathers from head to tail. The grphonian gargoyle follows this pattern, and is a mix of feline and avian body types, granting it the agility of its feline ancestors and the airborne grace of its avian counterparts.
AC+6
Dex-1
Points Cost: 30

Insectile (scorpion, beetle, mantis, etc.) 
The gargoyle is protected by thick chiton-like armour. However, this powerful protection restricts the gargoyle's agility. Also the biological processes that grow and repair the armour requires a body temperature well above normal, significantly reducing the gargoyle's endurance.
AC+5
Dexterity -1
Constitution -2
Points Cost: 15

Large herbivore (bull, elephant, giraffe, etc)
The Gargoyle is protected by a thick hide, and often is covered by rough, shaggy hide. These gargoyles are large and heavy for their size; they are usually at the top end of their body size category.
AC+5
Dex-1
Points Cost: 25

Manticoran 
The legend of the Manticore tells of an evil beast with the body of a lion and the wings of a dragon. A manticoran gargoyle does have a vaguely feline body, but it has rows of very fine, sharp quills down it's back. It also isn't automatically evil.
AC+6
Dex-2
Points Cost: 30

Primate (monkey, lemur, ape, etc)
The Primate gargoyle has short legs and long arms out of proportion to its body. The gargoyle is covered in fine fur. Practically alone of all the different gargoyle types, the primate gargoyle does not have digitigrade legs, but ones much like a human's.
AC+1
Base speed: -10 feet
May not take Kick Feat
Points Cost: 10
 
Quetzacoatlan 
The Gargoyle resembles not only the winged serpent of South American legend, but also the Lillend or India's Naga. The gargoyle's upper body is covered with fine diamond scales which also extend over the gargoyles most noticeable feature; the long, thick tail which replaces the legs and lower body.
AC+5
Tail Slap does 1 extra die of Damage
Constrict (ex): A Quetzacoatlan gargoyle does 2d6 damage with a successful grapple attack against opponents one size or more smaller. This takes the entire lower half of the gargoyles body, so it cannot take any move actions, but may make other attacks.
May not take Kick feat
May not use run action while on the ground
Base speed: -15 feet
Trip Action modifier: +4 
Dex-1
Points Cost: 40

Reptilian/amphibian (snake, lizard, toad, etc) 
These gargoyles look somewhat humanoid. They tend to have spindly arms and squat legs. Reptilian gargoyles tend to have scales, while amphibious gargoyles favour a tough hide but both have a vaguely lizard-like head.
Base Speed -10ft
AC+5
Dex-1
Points Cost: 20

Wing Type 
Wings define the gargoyle itself. No other part of the gargoyle is used as often or so widely as the wings. They allow a gargoyle the freedom of her protectorate regardless of what those on the ground think or say. An airborne gargoyle is almost invisible from the ground. No ranger can track her. No hounds can sniff her out. Her entire protectorate lies in her sight below her, but a groundling observer probably can't see her in the sky - assuming he ever looks up in the first place.
A gargoyle's wings take many shapes. I've detailed some below.

How wide is that Wingspan?
A gargoyle's wingspan is usually three time his height. Some wings differ in span; such as webbed wings, which equal the gargoyle's height or Pteranodon wings, which are six times the gargoyle's height.
Note that this is wingspan - the length from one wingtip to the other, while the wings are fully extended. Thus a Well-Built gargoyle of nine-foot height would have Batlike wings spanning twenty-seven feet and couldn't glide down that twenty-foot wide corridor, while his Split-winged, Lean companion of six foot (and eighteen foot wide wingspan) could.

Wingspan as Reach
With many wings being capable of being used as weapons how do you work out the reach of a gargoyle's wing attacks?
A wing's reach is one and a half times the gargoyle's height, or half of the characters wingspan, rounded down to the nearest multiple of 5 feet.
As an example, the split-winged gargoyle of the example above, would have wings with a reach of 5 feet, while the Well-Built gargoyle would have a reach of 10 feet.

Batlike (Goliath) 
These are the nearest thing to 'default' wings or 'average' gargoyle's wings. Batlike wings have a joint roughly one-third of the way along the wing, where the wing splits into struts. The main strut continues on gently curving back. Three small struts also grow out of this joint, acting as internal braces in the wing. The wing colour is usually black on both sides, but this varies from gargoyle to gargoyle.
Slam Attack: 1d3/1d4
Glide 75' Flight class Average
Points Cost: 12

Dactyl (Brooklyn) 
Dactyl wings are as long as batlike wings, but because they have no internal wing struts, they are much narrower than Batlike wings. This makes them lighter than batlike wings and offers a slight speed advantage.
Slam Attack: 1d3/1d4
Glide 80' Flight class Average
Points Cost: 15

Extra strut (Orin -- Crzy)  
These are normal batlike wings, except that at the wing 'joint' a short strut juts forward out of the wing. This small wing doesn't add to the characters' speed, but does increase their agility.
Slam Attack: 1d3/1d4
Glide 75' Flight class Average
Competence bonus of +1 for all aerial checks (competence bonuses are covered in the DMG on page 177)
Points Cost: 17

Fanlike (Thisbe -- CM) 
Fan wings are exactly like Batlike wings except that where batlike wings would split into four struts, fanlike wings split into a dozen or more struts. While reputed to be more strut than wing, fan winged gargoyles are still capable gliders.
Slam Attack: 1d3/1d4
Glide 75' Flight class Average
Points Cost: 17

Feathered, arm-style (Isis -- Egyptian mythology)
These wings are the most unusual of all gargoyles wings. They alone are not attached to the gargoyle's back, but instead, are joined to the gargoyles body solely alone each forearm, from wrist to elbow. The main wing strut extends from the wrist to brace the wing while in flight. Gargoyles with feathered arm style wings are amongst the most agile - their wings allow them to perform manoeuvres gargoyles with back-bound wings can only dream of. Only the lack of powerful back muscles to keep the wings extended in long distance flight restricts these gargoyles in the air. 
Glide 70' Flight class Poor
Feathered arm-style wings grant a competence bonus of +4 for all aerial checks, except glide skill. All Glide skill checks at -4, instead. (Competence bonuses are covered in the DMG on page 177)
May not use Shielding Wings or Wing Buffet Feat
May not use a Shield
May not select wing spurs or wing hands as features
Points Cost: 5

Feathered, bird/angel (Griff) 
These wings are much like an angel's or bird's wings, and are covered with layers of feathers, fine at the leading edge and pinions at the trailing edge. This allows a gargoyle an improved sense of air currents.
Slam Attack: 1d3/1d4
Glide 70' Flight class Average
Competence bonus of +1 for all aerial checks (competence bonuses are covered in the DMG on page 177)
Points Cost: 15

Pteranodon (Fia -- CM) 
These wings are much like webbed wings; the wing strut is an afterthought and the gargoyle's arms form the wings leading edge. With pteranodons wings however, the wing continues out from the gargoyle's arm, resulting in a gargoyle with almost twice the wingspan of a normal gargoyle. These wings make it difficult to move around on the ground, as well as making the gargoyle a much larger target.
Slam Attack: 1d4/1d6
Glide 65' Flight class Average
Grants glide skill bonus: +3
Bonus Reach: +5 for use with Flyby Rake attacks
May not use Shielding Wings or Snatch Feat
May not use a Shield
May not select wing spurs or wing hands as features
AC: -1
Points Cost: 24

Split (Coldfire) 
A gargoyle with split wings has two pairs of wing struts with wings on each. This allows a much greater degree of manoeuvrability than a normal gargoyle. Unfortunately two sets of wings mean two sets of wing muscles fitted into one back. This reduces the gargoyles airborne endurance.
Slam Attack: 1d2/1d3
Glide 80' Flight class Average
Split wings grant a competence bonus of +3 for all aerial checks, except glide skill. All Glide skill checks at -2, instead. (Competence bonuses are covered in the DMG on page 177)
Points Cost: 25

Strut-framed (Cassius -- CM) 
With these wings, the Gargoyle's wing strut extends along both the leading and trailing edges of the wing, completely surrounding it and making them much more resistant to damage. However, strut-framed wings are less responsive to air currents than normal wings, making the gargoyle both slower and more unwieldy while gliding.
Slam Attack: 1d4/1d6
Glide 50' Flight class Poor
Bonus AC+1 Stacks with Shielding Wings Feat
Damage doubled with Wing Buffet Feat
Strut framed wings allow a gargoyle to continue to glide until 80% of hit points are lost. (Round up)
Points Cost: 22

Webbed (Lexington) 
With webbed wings, the gargoyle's wing struts are vestigial props running through the centre of the wings and the gargoyle's arms form the leading edge of the wings. This grants the gargoyle superior control over the wingspan at a cost of endurance.
Glide 80' Flight class Average
May not use Shielding Wings, Snatch or Wing Buffet Feat
May not use a Shield
May not select wing spurs or wing hands as features
Points Cost: 10

Sample Wing Tricks
Gather (ex): To grab a person or object, which is at least one size class smaller than the PC, in a wing and drag it to the character. The character must make a successful melee touch attack.
Engulf (ex): A Gargoyle can attempt to wrap its wings around a creature one size smaller as a standard combat action. This is a grapple attempt, but does not provoke an attack of opportunity. If the grapple is successful, all Bite attacks are made at +4. The gargoyle can only make claw or bite attacks against the grappled target, but can attack any other target in range with his tail.
Blind (ex): Use a wing to block an opponent's attacks - DC20
Wingshroud (ex): Entangle an opponent to prevent him making any attacks against the character - DC25
Wing armour (ex): The character lurks behind his wings, confusing his opponent as to where to attack - AC+2, Attacks-2.

Tail Style: 
All gargoyles have a tail of some kind or another. Some, like Bronx, have next to nothing while others, like Zafiro, are more tail than anything else! A tail is important to a gargoyle; they act as a balance when walking, as a flight rudder in the air, or as a weapon in combat. There are many different types of tails, each with different abilities. Most tails are about five feet long, although Well-built gargoyles of Goliath's size are about seven feet long.
All Tails Grant a bonus to Trip Attacks (see PHB pg 139)

Arrowhead or spade tip (Damien or Godiva -- CM) 
This tail ends in a heart-shaped form. A more effective weapon than a plain tail, these tails look good too.
Slap Attack 1d6+1/1d8+1
Trip Action modifier: +2 
Points Cost: 10

Barbed or spiked (Cassius or Coira -- CM) 
The character has a tail that is thicker and heavier than a plain tail. It also has a series of short barbs at the tip or it ends in a six-inch long stinger.
Rake Attack 1d8/2d6
Trip Action modifier: +2 
Points Cost: 15

Bifurcated  
This is similar to a branching tail, except that the fork is above the top quarter of the tail. Usually the gargoyle appears to have two, separate, narrow tails. The gargoyle can use these tails to make 2 separate attacks, but both must be against the same target. The damage listed below is damage per attack.
Slap Attack 1d2 x2/1d4 x2
Points Cost: 7

Branching  
The Gargoyles tail splits into two separate tails, usually halfway down the tail. The two lower halves are much narrower than a plain tail.
Slap Attack 1d4/1d6
Trip Action modifier: +1 
Points Cost: 10

Club-Ball tipped (Coldstone) 
This is exactly like a plain tail except that it ends in a heavy knob, which serves as an excellent club.
Slap Attack 1d8/2d6
Trip Action modifier: +2 
Points Cost: 15

Feathered
This tail is much like a plain tail except that it's covered with feathers. This tail is most often found on Avian, Gryphonian or Quetzacoatlan gargoyles.
Slap Attack 1d6/1d8
Trip Action modifier: +2 
Points Cost: 10

Grasper (Jamie Cross -- CM) 
A grasper tail is slimmer and more sinuous than a normal gargoyles tail. Although it cannot inflict as much damage as a plain tail, it is capable of handling small or delicate objects.
A grasper tail, if used as a third arm, has a dexterity score equal to the Characters Dexterity -5
Slap Attack 1d4/1d6
Trip Action modifier: +1 
Points Cost: 10

Paddle/fin (Deborah -- CM)
The tail either ends in an oval, lozenge shape or has a half-oval fin on either side of it. This is a capable weapon.
Slap Attack 1d6/1d8
Trip Action modifier: +2 
Points Cost: 10

Plain (Goliath) 
This is exactly what the name says: a tail of either five or seven feet long with no additional features. It is still a fearsome weapon.
Slap Attack 1d6/1d8
Trip Action modifier: +2 
Points Cost: 10

Short flap/tuft (Bronx) 
The gargoyle effectively has no tail, just a small stump less than a foot long.
May not use tail for Grapple Attacks
May not use tail for Trip Attacks
Points Cost: 0

Tail Feathers
The gargoyle has no tail. Instead a fan of feathers, like a bird's tail. The feathers can be flexed independently, adding to the gargoyle's manoeuvrability.
May not use tail for Grapple Attacks
May not use tail for Trip Attacks
Competence bonus of +1 for all aerial checks (competence bonuses are covered in the DMG on page 177)
Points Cost: 5

Webbed (Tourmaline -- CM) 
A webbed tail is much like a branching tail except that the fork is in the tail's bottom quarter and has a filmy web between the tail's branches. This extra control surface is an aid to the gargoyles gliding ability.
Slap Attack 1d4/1d6
Competence bonus of +1 for all aerial checks (competence bonuses are covered in the DMG on page 177)
Trip Action modifier: +2 
Points Cost: 10

Whip 
The gargoyle has a very slim tail, which is much longer than a plain tail, at fifteen feet for Well-built gargoyles and ten feet for all others. This allows an improved reach, but much less damage.
Slap Attack 1d2/1d4
Reach 10ft/15ft
Points Cost: 5

Sample Tail Tricks
Wrapping your tail around a protrusion, when falling - DC10, grants +3 to reflex save
To hit a button, shift a coin sized object - DC15
Retrieve an object of up to twenty pounds - DC20
Knock an object weighing less than twenty pounds from an enemy's grasp. - DC25
The modifiers for tail types are the same as the trip action modifiers given for each tail.

Features
The features shown below were selected for their combat use only. There are many other body features on gargoyles which are not mentioned below simply because they would not influence combat. Some examples are: Quills, Scalp spurs, Manes, Pointed or Fan ears, Pterodactyl crests, Dilophosaur fans, amongst others. Feel free to add to these or any others you think of - It's your game!

Antlered or branching horns 
These horns, usually about a foot long, grow out of the character's forehead. Often they curve backward, occasionally they grow straight up, and rarely they grow forward - like a narwhale's or unicorn's horn. The most distinctive feature of these horns is that they split, or other horns grow off of them - either just one split or many.
Gore Attach 1d6/1d8
Damage is doubled with Charge Action
Piercing Damage (ex): Long, sharp antlers are capable of piercing an opponent and causing a deep, jagged or gaping wound which does not heal easily. If the gargoyle hits with a critical, the opponent loses one hit point per round until a successful heal check is made (DC10+ gargoyle's level) or the wound is magically healed.
Points Cost: 10

Beak, Long (Brooklyn) 
The Character has a beak - and it's a long one, at least one foot long, but no more than two. The beak is narrow for it's length, but still dominates the character's face. The beak often resembles a bird's beak, but the character's normal colouration and body form sometimes soften the effect. And despite rumours to the contrary, such an SST-style facial adornment does not increase a character's airspeed!
Bite Attack 1d8+1/2d6+1
Replaces Base Bite Damage
Points Cost: 10

Beak, Short (Griff)
The Gargoyle has a short beak, usually less than one foot long. The beak often resembles a bird's beak, but the character's normal colouration and body form sometimes soften the effect.
Bite Attack 1d8/2d6
Replaces Base Bite Damage
Points Cost: 10

Body Spurs
These are spurs jutting out from the shoulder, down the spine and tail or elsewhere on the gargoyles body. They do not cause damage except during a grapple attack when they automatically inflict 1d6/1d8 hp of damage on the gargoyles opponent. (See Also: Armour Spikes, PHB pg105)
Points Cost: 5

Chin, cheek, or facial horns, (Gabriel) 
The character has short horns sprouting from part of this face. These horns are usually short, around three to four inches - certainly no longer than six inches. They usually match the gargoyle's colouring and are not instantly apparent.
Slam Attack 1d3/1d4
Damage is doubled with Charge Action
Points Cost: 5

Elbow blades (Damien -- CM) 
Most gargoyles have a short bony spur on their elbows. A gargoyle with elbow blades doesn't, instead he has a foot long horn, extending the forearm from the elbow, back up the arm.
Rake Attack 1d4/1d6
Points Cost: 10

Fan Ears (Broadway)
These ears are in the shape of a small wing on either side of the gargoyles head. They are much more sensitive and can pick up sounds that would normally go unheard.
Listen Skill bonus of +1
Points Cost: 5

Hadrosaur crest (Niall -- CM) 
The character has a thick bony ridge, which runs from the back of the skull to just above the forehead. At its highest point, above the forehead, the crest juts about four inches above the head.
Slam Attack 1d3/1d4
Damage is doubled with Charge Action
Points Cost: 5

Iguanodon thumb spikes (Liam -- CM) 
The last joint of both the gargoyle's thumbs end in a vicious claw, much more dangerous than a regular talon.
Increase Claw damage +1
Points Cost: 3

Knee blades (Damien -- CM) 
Most gargoyles have a short bony spur on their knees. A gargoyle with knee blades doesn't, instead he has a foot long horn, extending the lower leg from the knee, upwards.
Rake Attack 1d4/1d6
Points Cost: 10

Large Eyes (Lexington)
Large Eyes are much more sensitive to light levels, allowing better night vision by a gargoyle.
Low-Light Vision (ex): Low light vision is increased to four times the normal person's viewing distance. (See also: Vision and Light, PHB PG 144)
Points Cost: 5

Muzzle, Long (Sapphire--Kanthara)
The Characters jaw line is extremely long, resulting in a head shaped like a horse's or a giraffe's. This does grant a powerful bite.
Bite Attack 1d8/2d6
Replaces Base Bite Damage
Points Cost: 15

Muzzle, short (Broadway, Bronx)
The gargoyle has an extended jawbone, dominating the face. This gives the character a more powerful bite than a normal gargoyle.
Bite Attack 1d6+1/1d8+1
Replaces Base Bite Damage
Points Cost: 10

Pachycephalosaur bony skull (Rudy -- CM) 
With this feature, heavy bone plates covering the skull protect the gargoyle's head.
AC+1
Points Cost: 5

Ram's horns (Malachi -- CM) 
These horns grow out of the side of the character's forehead and curve along the side of the character's head. These horns often curl, growing around into a circle.
Slam Attack 1d6/1d8
Damage is doubled with Charge Action
Points Cost: 10

Raptor hindclaws (Crimson -- CM) 
These are vicious hooked spurs, which extend from the rear of a gargoyles 'foot' - about where a human's ankle would be. Also called Dewclaws, these are used to deliver a powerful raking attack on an opponent.
Rake Attack (Dewclaws) 1d6/1d8
Points Cost: 10

Stegosaurian plates (Coira -- CM) 
The Gargoyle has two rows of pentagonal bony plates growing either side of the spine, and down the back. These plates block opponent's attacks, improving the armour class.
Ac+1 Dex-1
Points Cost: 3

Triceratops head plate (Ophelia) 
The character has a bony plate growing from their forehead, usually in the shape of a small shield. It is topped with several short horns, usually no more than six inches long.
Gore Attack 1d6/1d8
Damage is doubled with Charge Action
Points Cost: 10

Two downward-curling horns (Coldfire) 
The character has two horns, each less than one foot long, that grow out of the character's forehead. These horns bend sharply over the character's head and follow the curve of the character's skull.
Slam Attack 1d6/1d8
Damage is doubled with Charge Action
Points Cost: 10

Two upward pointed horns (Brooklyn) 
The Character has two horns, each less than one foot long, that grow out of the character's forehead. These horns curve gently over the head towards the back of the character.
Slam Attack 1d6/1d8
Damage is doubled with Charge Action
Points Cost: 10

Unicorn's Horn (Una)
A single Ivory coloured horn, about two to three feet in length grows from the centre of the characters' forehead.
Gore Attack: 1d6/1d8
Piercing Damage (ex): A long, sharp unicorn's horn is capable of piercing an opponent and causing a deep, jagged or gaping wound which does not heal easily. If the gargoyle hits with a critical, the opponent loses one hit point per round until a successful heal check is made (DC10+ gargoyle's level) or the wound is magically healed.
Points Cost: 10

Wing Hands (Brooklyn, Angela)
These are small, vestigial hands set at the joint on the middle of each wing. When the wings are caped around a gargoyle then they join at the throat to hold the wings in place. Wing hands can also be used to hold small items but are limited in dexterity by the lack of an opposable thumb.
Wing Hands may be used to hold or grip small objects. When used as a third arm, they have a dexterity score equal to the Characters Dexterity -5
Points Cost: 5

Wing Hooks
The tip of the character's wing struts twist back to towards the wing, forming barbs, or hooks.
May made Raking Attack 1d2/1d3 if only attack that round.
Points Cost: 3

Wing Spurs (Goliath, Broadway)
These are bony spurs set at the joint on the middle of each wing. When the wings are caped around a gargoyle then they join at the throat to hold the wings in place. Wing Spurs can also be used as a raking weapon in a flyby attack.
May made Raking Attack 1d3/1d4 if only attack that round.
Points Cost: 5

ADJUST STATS
Hit Dice: D10

Base Attack Bonus: As Fighter
Base Save Bonuses: As Fighter

Summery of experience levels and benefits
         Gargoyle    Mutate             Ability
XP     ECL=Level=2  ECL=Level+3  Feats  Increase
0        -            -           1st    -
1000     -            -           -      -
3000     1            -           2nd    -
6000     2            1           -      1st
10000    3            2           -      -
15000    4            3           3rd    -
21000    5            4           -      -
28000    6            5           -      2nd
36000    7            6           4th    -
45000    8            7           -      -
55000    9            8           -      -
66000    10           9           5th    3rd
78000    11           10          -      -
91000    12           11          -      -
105000   13           12          6th    -
120000   14           13          -      4th
136000   15           14          -      -
153000   16           15          7th    -
171000   17           16          -      -
190000   18           17          -      5th
210000   19           18          8th    -
231000   20           19          -      -
253000   -            20          -      -

Weapons and Armour Proficiency
A gargoyle is proficient only with the natural weapons and armour the character gains from its body type, size, and features. Gargoyles are not proficient with any other weapons, armour, or shields.
A Gargoyles Natural weapons all have a Critical of 19-20/x2
Also, Aerial Combat, Glide, and Swim checks suffer a -1 penalty for every 5 pounds of armour, equipment or weapons carried.

Special Qualities
All gargoyles, unless stated otherwise, have the following Special Qualities.

Ferocity (ex): A gargoyle is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. (See Also: Disabled, and, Dying, PHB pg129)
Fragile Wings (ex): A Gargoyle suffering more than 50% hit point lost cannot glide. Strut-framed wing are a special exception to this.
Leap (ex): A gargoyle can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite.
Low Light Vision (ex): Gargoyles have keen night vision and can see three times the distance that a human can see. (See Also: Vision and Light, PHB pg144; Low light Vision, DMG pg79)
Rake (ex): a gargoyle that has successfully grappled an opponent can make two Rake attacks with its legs for normal claw damage, in addition to its normal grappling attacks.

**

SPECIAL RULES AND CLARIFICATIONS

Stone Sleep
Gargoyles are nocturnal - with a vengeance. At dawn every morning, their biological clock triggers a chemical change in their bodies, turning them into a stone-like substance.
While they sleep they do not age, which is the main reason that a gargoyle ages at half the rate of a human. Also, all wounds are healed; poisons, and toxins are purged.
On the downside, a sleeping gargoyle is absolutely helpless. While stone sleep originally developed as a defence against predators, it changed into vulnerability with the arrival of the Iron Age. Suddenly humans, unlike all other predators, had developed tools, which could destroy sleeping gargoyles. And they did. Effectively, by the dawn of the twelfth century gargoyles are extinct, with only a few small and scattered clans remaining.

Game Considerations of Stone Sleep
First, all damage taken by a character is healed. All non-magical poisons and diseases are neutralised. The referee must decide if magical diseases such as lycanthropy or mummy's rot are cured by stone sleep, which will probably depend on the scarcity of clerics in each individual campaign. Severed limbs cannot be reattached and will not regrow on their own - That's what the ring of regeneration is for!
Second, in story-based games, the time spent in stone sleep should be glossed over. A gargoyle simply doesn't notice the missing time. It is literally gone between eye blinks.
Third, from a plot writing perspective, characters should never be attacked during the day. This is supposed to be a heroic roleplaying game, after all. Have the characters captured instead, but use even this plot device with extreme caution and as infrequently as possible. Players hate losing control over their characters, it spoils the sense of fun and that's what this is all about!

The Dilemma of the Daylight spell
In a campaign revolving around gargoyle characters, the Daylight spell (See also: PHB pg191) and similar magic's (such as the Sunbeam power of the Sunblade. See also: DMG pg189-190) pose an unusual problem. This spell creates a light source exactly like sunlight. It also lasts for ten minutes per caster level.

An Example: The party of four gargoyles has finally trapped the evil wizard in his lair. As they close in for the final battle, the 9th level wizard casts 'Daylight'. At his level the spell covers everything within a sixty-foot radius - certainly enough to cover his entire lair including the party, which is immediately forced into stone sleep. Now faced with four stone statues, the wizard laughs manically and drags out a sledgehammer. He's not proficient with it, but has an hour and a half to use it on four helpless gargoyles. Hardly heroic, is it?

Two possible solutions to this problem are:
1) 'That's not REAL Daylight!' It might look like normal sunlight to a human or any other day-dweller, but not to a light sensitive gargoyle. In this case, the spell lights up the area and nothing else - which exactly what the spell was designed to do.
2) 'Is it dawn already?' Gargoyles have a strong internal body clock, which senses the light, but decides that it's too early for dawn and does not trigger the change to stone. The body clock can turn a gargoyle to stone at dawn even in the absence of light, so the reverse should also be possible.

Clans
The word 'Clan' is derived from the Gaelic 'Clann', literally meaning 'Children'. A full description of a clan structure is given in the DMG, pg156.
An average clan of gargoyles in the modern era has roughly 40 members. To generate the actual size of the clan 1d10+34 will give an averaged size clan, while 8d10-4 will give the size of a random clan. This will give an average clan a range of 35-44 and a random clan a range of 4-76, both with an average of 40.

Allies
A modern clan of gargoyles usually has very little contact with humanity or its governments. From time to time however, the clan must deal with people. Some clans require purchases of goods; others must pay rates, land taxes or deal with organizations that only operate by day. Because it's a little difficult for a gargoyle to get up during ordinary business hours and wander into their favourite store, bank or government office, they often ask their allies to carry out these chores for them.
An ally is generally a human and a friend of the clan. A description of allies is given on page 147 of the DMG. These allies are of the first type listed and should be used as a source of contacts and resources. They rarely adventure with the PC's. As a quick rule of thumb, there should be one ally to every five gargoyles in a clan, but the referee should alter this to suit his campaign.
Note that these allies are just that: allies, not slaves. They often have their own problems that they want help with and repeated refusals will offend. The consequences of a deeply offended ally are up to the referee.

Allies background
Academic: An Academic ally is a member of the intellectual community. He could be a teacher, researcher, student, writer or professor.
Business: These allies are members of the business community, anyone from the local storeowner to the head of a multi-billion dollar corporation to the janitor who cleans the corporate headquarters.
Criminal: A criminal ally is strange for a gargoyle clan as most criminals are the clan's enemies. Generally, criminal allies fall into two categories: Those whose crimes the gargoyle does not see as harmful to the protectorate (eg: some smuggling, prostitution, Gambling.) and those that the gargoyle lets live in exchange for aid.
Criminal allies can offer a lot of aid and support to the clan. The underground economy doesn't care who you are or if you've got wings, only what you money is worth. Guns, drugs, medicines, equipment, official help, middlemen, and extra hands, it's all available - if you can pay. The type and amount of support a criminal ally can offer the clan is dependant on the criminal's own resources and contacts. The aid they can most easily supply is probably the most valuable to the clan - information.
Entertainment: Not necessarily movie stars or rock musicians, an entertainment ally can be anyone who works in the entertainment industry, such as directors, gaffers, writers or production assistants.
Government: The ally works as some sort of government official or perhaps is an elected official. This category does not include the intelligence services, the armed forces or any kind of law enforcement agency, but does cover the thousands of other government positions from Town Dog Catcher to Federal Highways Commissioner to President of the United States!
Intelligence: Infringing on Government, Law Enforcement and Military backgrounds, an ally with a background in the Intelligence services is distinct enough to be handled separately. An ally in the intelligence services is less likely to be a field operative, than a photographic analyst or a Regional Case Officer.
Law Enforcement: Law Enforcement allies are described separately from allies with Government backgrounds because these people are those that a gargoyle is most philosophically inclined towards. They're all protectors, guarding their charges from danger. 
Media: A media ally is in a position to supply one important type of information to the clan - information. Even more than the intelligence services, news businesses are vast clearinghouses of literally every, and any subject. A media ally isn't necessarily a journalist or television reporter - cameramen, printers, photographers, editors, and radio announcers are all examples of media allies. Media allies aren't just restricted to giving information, either. Media organizations play a huge roll in how a situation is presented to the world and a media ally could helpful in assuring that any public relations issue has a friendly tone to it. Note that this aid comes with strings, though.
Medical: Not just a doctor, a medical ally is anyone who works in a hospital or practises medicine.
Military: The ally is a member of any branch of the armed forces, either active service or the reserves and (in the United States) the National Guard. Depending on their rank and area of service, a military ally can offer a clan many advantages.
Specialist: A specialist is someone who has great expertise in a particular field or technique. They are occasionally called consultants. These people have detailed knowledge of their profession and are hired by others for their skills. For example, Dr. Anton Servarius is a specialist in the field of genetics. Note that most specialists aren't quite as mercenary as he is.
Unusual: An unusual background is only part of this NPC. Select a main profession as well. This ally has an unusual background. It could be something as mundane as being based in a foreign country, or it could be that the ally is one of Oberon's Children! An unusual background indicates that the ally is, or works with the unusual, weird or bizarre. For example, an academic ally could be a Cryptozoologist (someone who studies creatures that don't exist) or a researcher looking into antigravity space drives. An unusual criminal ally could be an Italian mobster or a bounty hunter specialising in mythic creatures. A military ally with an unusual background could be a UFO hunter for the United States Air Force or an officer from the Papal Swiss guard. In any case the ally's background should be as bizarre or as weird as you can get away with.
Wealthy: Independently wealthy, this ally has it all. Aren't you so glad he's available to share it with the PC's? Remember that rich people didn't get rich by giving money away.

NPC Reactions
In Modern-Era games, most people are unaware that intelligent life is on the same planet as them, literally lurking in the shadows and dark places of the world. When they encounter creatures out of the ordinary, they either attack or flee. Their attitude of all normal human NPC's should be considered hostile on first encounter (See: NPC attitudes, DMG pg149). For any attempt to change an NPC's attitude the following modifiers should be used as applicable.
Saved NPC's Life: +20
NPC is Quarryman: -5
NPC is Hunter: -10
PC is cloven-hoof gargoyle: -6
PC is Quetzacoatlan, Deep Aquatic or Mertype Gargoyle: -4
PC is Classic Gargoyle: +2
PC Gargoyle has one or more facial features (eg: Beak, muzzle, horns): -1 each
PC gargoyle appears friendly: +2
PC gargoyle is openly hostile: -2
Your referee will probably add to this list.

New combat options
Aimed Fire (Firearms)
Aimed Fire with a firearm is conducted as a Standard Action Ranged Attack as written in the Player's Handbook (PG118)

Burst Fire (Firearms)
Burst fire is when the character fires a short, controlled burst of gunfire at a single target. This burst consists of 3, (most pistols and automatic rifles) 5, (most submachine guns, machine pistols and light machine guns) or 10 shots (heavy machineguns, chain guns and rotary cannon) per round. Burst Fire is a Standard Action.
Within the first two range increments, the player adds half the number of shots fired (round up) to the character's Ranged Attack Bonus and the total number of shots fired to the Critical Threat.
Example: Francine fires a short 3-round burst from an assault rifle at a Cyberbiotics guard. She gains a +2 to her Ranged Attack Bonus and will score a critical hit on 17-20.
At the third and fourth range increments, the player does the same but only adds one-third of the shots fired (round up) to the Ranged Attack Bonus and two-thirds of the shots fired (round up) to the Critical Threat.
Example: Francine fires a short 3-round burst from an assault rifle at a Cyberbiotics guard. She gains a +1 to her Ranged Attack Bonus and will score a critical hit on 18-20.
At the fifth range increment and above, the player only adds one-fifth of the shots fired (round up) to the Ranged Attack Bonus and one-third of shots fired (round up) to the Critical Threat.
Example: Francine fires a short 3-round burst from an assault rifle at a Cyberbiotics guard. She gains a +1 to her Ranged Attack Bonus and will score a critical hit on 19-20.
In all cases the bonus to the Ranged Attack Bonus and the Critical Threat can never be less than one.

Suppression Fire (Firearms)
Suppression Fire is one of the primary tactics of rapid fire weapons such as assault rifles and machine pistols, but especially Machine guns and chain guns. Suppression fire is when these weapons are set up to continuously fire across a certain area, preventing all movement across it and attacking anyone in that area. Suppression Fire is a Full Round Action.
To use Suppression Fire, the player decides how many rounds he will fire into the area he has selected. Remember to check how much ammunition the character has left and the fire rate of the weapon. Suppression Fire is an area effect weapon - It attacks all targets in the selected area including other player characters. To calculate the target(s) Reflex Save DC, double the number of shots fired and Divide by the target areas WIDTH in 5-foot squares.
Example: Francine, now armed with a light machine gun, attacks a Cyberbiotics SWAT team moving down a 10-foot wide corridor. Francine fires 30 rounds, causing all the guards to make a Reflex Save at DC30 (30 rounds times 2 divided by the 2 5-foot squares equals 30).

Movement
This is an expansion of the overland movement table from chapter nine of the Player's Handbook (pg143) and is added for convenience. Movement rates for speeds 15, 20, 30, 40 are in the Player's Handbook.
Tactical (Feet)
One round  25   45   50   55   60   65   70   75   80   90   100
Normal     25   45   50   55   60   65   70   75   80   90   100
Hustle     50   90   100  110  120  130  140  150  160  180  200
Run x3     75   135  150  165  180  195  210  225  240  270  300
Run x4     100  180  200  220  240  260  280  300  320  360  400

Local (Feet)
One Minute 25   45   50   55   60   65   70   75   80   90   100
Normal     250  450  500  550  600  650  700  750  800  900  1000
Hustle     500  900  1000 1100 1200 1300 1400 1500 1600 1800 2000
Run x3     750  1350 1500 1650 1800 1950 2100 2250 2400 2700 3000
Run x4     1000 1800 2000 2200 2400 2600 2800 3000 3200 3600 4000

Overland (Miles)
One Hour 25   45   50   55   60   65   70   75   80   90   100
Normal   2.5  4.5  5    5.5  6    6.5  7    7.5  8    9    10 
Hustle   5    9    10   11   12   13   14   15   16   18   20

Overland (Miles)
One Night 25   45   50   55   60   65   70   75   80   90   100
Normal    20   36   40   44   48   52   56   60   64   72   80

The skills Aerial Combat and glide are open game content. The Feats Flyby Attack, Multiattack and Wingover are open game content from the D20 SRD.

**

SKILLS

Skill Points: At first level, Gargoyles get (2+Int Bonus) x 4 Skill points. They then get 2+Int bonus, for the second level.

Natural Skills: Jump +2, Climb +2, Balance +1, Glide +1

Class Skills: Aerial Combat (Dex), Balance (Dex), Climb (Str), Glide (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Spot Wis), Swim (Str), Tumble (Dex).

Cross Class Skills: Due to their natural resilience and the curative power of Stone Sleep, very few gargoyles ever learn the Heal Skill. Thus Heal is always a cross-class skill for a gargoyle, even a cleric. Aerial Combat and Glide skills are never cross class skills for a gargoyle.

Aerial Combat [Dex; Trained only; Triple Armour Check]
This skill allows the gargoyle to engage in battle while gliding. The gargoyle is skilled in aerial combat manoeuvres as well as being able to use his natural weapons proficiently.
A gargoyle with five or more ranks of Aerial Combat gains +1 on all aerial attacks and a further +1 with every 2 extra ranks of aerial combat gained. (I.e. +1 at 5 skill ranks, +2 at 7 skill ranks, +3 at 9 skill ranks and so on.)
Check:
Some Sample Opposed Checks are included below.
Lure Opponent to fly into object: Aerial Combat (Dex): Sense Motive (Wis)
Lure Opponents to fly into each other: Aerial Combat (Dex): Sense Motive (Wis)
Retry: No.

Glide [Con; Triple Armour Check]
All gargoyles can glide, to one extent or another. This skill allows the gargoyle to make long flights of great endurance by wing without needing to touch ground. The bonus gained from the Endurance or Skill Focus (Glide) feats can be applied to checks with this skill.
Check: For an extended glide in weather conditions that are:

DC   Weather Condition           Modifiers
10   Light or Moderate           -3 for Tail Wind
13   Strong                      +3 For Rain
15   Severe                      +5 for Snow
18   Windstorm                   +8 for Sleet
20   Hurricane Force             +10 for Hail
25   Tornado

Note that the Modifiers are cumulative: a check for gliding in a windstorm that's moving up from behind the character (a Tail wind, in other words) would be DC 15. The same Windstorm blowing Hail in the Characters face would be DC 28!
This Check must be made often, depending on how many skill ranks the character has in glide skill.
Skill Ranks       Check Every:
1 or more          15 minutes
3 or more          30 Minutes
5 or more          1 Hour
10 or more         3 Hours
20 or more         Automatic Pass
Retry: The Character falls DC x20 feet before a retry may be attempted. (See Also: Falling Damage, DMG PG 112)

**

FEATS

Flyby Attack [General]
Prerequisite: Fly speed. 
Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. 
Normal: Without this feat, the creature takes a partial action either before or after its move. 

Great Roar [General] 
Prerequisite: Intimidation Skill rank 6+ 
Benefit: The Great Roar is a bone-rattling battle cry that terrifies the character's opponents. A character may use the Great Roar only on the first round of combat with his opponents, and gives up his first action of that round in order to do so. If successful, it has the effect of the 3rd level divine spell prayer (PHB page 238), but only on the character who the Great Roar Feat and all opponents within 30ft. Opponents must roll a successful Will Saving Throw (DC= 10 + Gargoyles effective character level) to negate the effects of the Roar; this saving throw may be rolled at the start of each melee round until it is successful. 
Special: This particular feat can be used a number of times per day equal to half your level (Min: 1). This feat may not be taken more than once.

Kick [Special]
Using this Feat the gargoyle learns how to use its legs to kick an opponent directly in front or behind it.
Prerequisites: 
Benefit: the gargoyle can use its legs to strike opponents using Foot claws; targets struck by a kick must use the skill Balance (DC 10 + Strength modifier of the gargoyle) if they are equal to or smaller than the gargoyle to avoid falling: if they fail they are kicked backward 1d4 feet, plus 1 foot per level of the gargoyle, and they must roll a Reflex save (DC 10 + level). If the Saving Throw is failed the target falls. A gargoyle cannot use Tail Slap while kicking. 
Normal: a gargoyle cannot kick without this Feat
Special: this Feat cannot be taken more times

Multiattack [General]
Prerequisite: Three or more natural weapons. 
Benefit: The creature's secondary attacks with natural weapons suffer only a -2 penalty. 
Normal: Without this feat, the creature's secondary natural attacks suffer a -5 penalty. 

Plummet [Special]
This Feat allows a gargoyle to leap or glide down to land atop an opponent.
Prerequisites: Aerial Combat 6+
Benefit: to leap and plummet the gargoyle must be at least 30 feet above its target; to plummet while gliding requires the Glide Skill in order to be airborne. To plummet the gargoyle rolls a melee touch attack against the creature it plans to land on; it can land on a creature equal to its size or smaller. Crushing damage is equal to 1d4 per 10ft of altitude fallen and those damaged by the attack must roll a Reflex save (DC 15 + level) to avoid being pinned under the gargoyle; pinned targets are prone every round the gargoyle remains atop them. They can try to escape by making another Reflex save every round. A gargoyle cannot attack other opponents during the rounds it plummets or pins an opponent.
Normal: a gargoyle can use this attack form, but the DC is 10 (not modified)
Special: this Feat cannot be taken more times

Shielding Wings [Special]
A Gargoyle can use his wings as a shield.
Prerequisite: Wings, Other than Webbed, Pteranodon or Feathered Arm style
Benefit: Grants AC+2 for ground combat. May not be used while airborne.
Normal: May not be used without this feat.
Special: This Feat may be taken only once.

Skin of Stone [General] 
Through rigorous physical training the character has toughened his skin and trained his body to give with the blows. 
Prerequisite: 11 Con, Base Attack of +5 
Benefit: The character gains a +2 to AC. The combatant only gains these bonuses when not wearing Armour and unencumbered.
Special: May be Taken Multiple times.

Slam [General]
The character may throw his opponent off balance.
Prerequisite:  Improved Bull Rush, Strength 13+
Benefit:  When the character slams his foe, that person will take the character's Strength modifier as a penalty to his attack roll on his next attack and will have his initiative delayed by the same amount.
Special:  A fighter may buy this as a bonus feat.

Snatch [Special]
The Snatch Feat allows an airborne gargoyle to dive and attempt to grab smaller creatures or other items in its talons.
Prerequisites: Aerial Combat skill 6+
Benefit: a snatch requires a successful Melee touch attack; a snatched target is pinned 50% of the time and a pinned opponent cannot strike the gargoyle (see PHB pg137: Grapple). Gargoyles who have snatched creatures can drop them from great heights. In order to get free, a target must win a grapple check; a gargoyle can only snatch creatures, which are one or more size categories smaller.
Normal: a gargoyle suffers -4 when using this form of attack without this Feat
Special: this Feat cannot be taken more times. Gargoyles with Webbed, Pteranodon or Feathered arm-style wings cannot select this feat.

Stall [Special]
The gargoyle can approach the ground and halt its forward motion for one round, and then it must land.
Prerequisites: Aerial Combat 6+
Benefit: a stalled gargoyle can strike with bite and all claws. Stalling in an area with dust, loose earth or sand a gargoyle can use its stalling round to create a dust cloud of 20'(Medium size)/30'(Large size) radius. The cloud lasts a round, blinds all creatures within it and makes spell casting impossible. A gargoyle must land immediately after a stall.
Normal: a gargoyle cannot stall without this Feat
Special: this Feat cannot be taken more times

Swoop [Special]
A Gliding Gargoyle may use his momentum to cause his opponent more damage
Prerequisites: Aerial Combat Skill, Flyby Attack Feat
Benefit: A Gargoyle may swoop down to attack an opponent on the ground. This form of attack allows the gargoyle to make all attacks this round at +2 to attack and +2 to Damage. This requires a Movement only action and is followed by an attack action or a full attack action.
Normal: A Gargoyle may not make swoop attacks without this feat.
Special: This Feat may not be taken more times

Tail Slap [Special]
The gargoyle can strike opponents using its tail.
Prerequisites: Tail
Benefit: a gargoyle can use its tail to strike an opponent on its rear or sides. The slap inflicts damage equal to a gargoyle's tail type, but to hit an opponent requires a successful attack roll. An opponent struck by a tail slap must make Fortitude save (DC 10 + level) or be stunned for 1d4+1 rounds.
Normal: a gargoyle can attack, but not stun opponents with a tail attack without this Feat
Special: this Feat cannot be taken more times

Wing Buffet [Special]
The gargoyle can strike opponents to either side using wings.
Prerequisites: Wings, other than Webbed or Feathered Arm style 
Benefit: Wings can be used to attack and they do damage by wing type plus additional damage for any Wing Hooks or Wing Spurs the character has, but a wounded target must make a Balance check (DC 10 + level) or be knocked to the ground. The gargoyle using this feat must be on the ground and not gliding.
Normal: a gargoyle cannot use wings to attack without this Feat
Special: this Feat cannot be taken more times

Wingover [Special]
The Gargoyle can quickly reverse course.
Prerequisites: Aerial Combat 4+
This feat allows a gargoyle to turn up to 180 degrees regardless of its manoeuvrability; in addition to any other turns it is normally allowed. A gargoyle cannot gain altitude during the round it executes a wingover, but it can dive.
Normal: a gargoyle cannot perform a wingover without this feat.
Special: this Feat cannot be taken more times

**

SPELLS

1st Level Spells
(Trans) Spurs - Increases AC by +2, adds 1d6 Slashing damage
        Sharptooth - +1 Bite damage per caster level

2nd Level Spells
(Evoc)  Talons - Target takes 2d6 damage for 5 rounds from slashing attack
(Trans) Aerial Acceleration - Increases airspeed by half
        Serpent Tail - Tail damage increased by +1d6 and Poison

3rd Level Spells
(Trans) Stone spray - All targets within 100ft take 1d6 damage

4th Level Spells
(Evoc)  Fire Trail - Creates rain of fire in caster's trail 40ft long per level
        Wing Bind - Creates web of force to entangle flying target
(Trans) Rookery Ward - Teleports eggs to safety if attacked

5th Level Spells
(Conj)  Shards - Creates a smaller duplicate of the character
(Trans) Razor Talons - Claw damage increases +2/level, Attacks as Vorpal Weapon

6th Level Spells
(Illus) Shadows - Changes the caster into shadow matter

7th Level Spells
(Trans) Wing Gifting - Gives a wingless creature wings 

Aerial Acceleration
(Transmutation)
Level: Sor2/Wiz2
Components: V
Range: Touch
Casting Time: 1 Action
Duration: 30 minutes plus 2 minutes per level
Target: 1 Flying Creature
Saving Throw: None
This spell reduces air friction, increasing a gargoyle's gliding movement rate by 50%, rounding up. Thus, a gargoyle with a movement rate of 70ft can fly at 105ft for the spell's duration. While flying at this increased speed, the gargoyle must make all Glide and Aerial Combat checks as though their skill ranks had halved (round up), and aerial feats (e.g. snatch) are performed with an additional 10 added to the DC. E.g. a gargoyle with Glide 7 would make checks as if at Glide skill 4. This lower skill level affects the Frequency of checks as well; the Gargoyle must now make checks every 30 minutes rather than every hour. However, the Gargoyle is not required to move at the increased rate, and may slow to a familiar speed to overcome the spell's drawbacks. The minimum flight speed is not increased.
Aerial Acceleration affects any single flying creature touched by the casting gargoyle (either natural or empowered by magic). 
At the DM's discretion, gargoyles who employ this spell regularly could be considered expert flyers, even at the increased rate, and thus may retain their normal manoeuvrability class and perform aerial feats at the usual DC. This should be the exception however, and not the rule.
Aerial Acceleration cannot be cancelled by the caster's (or recipient's) wishes, but a successful dispel magic or a more powerful spell can force it to end prematurely.
Gargoyles typically use this spell before an aerial battle to increase their odds of catching opponents by surprise, or if things go awry, as a way to outdistance pursuers. Of course, inventive gargoyles may find other uses for the spell.

Firetrail
(Evocation)
Level Sor4/Wiz4
Range: Special
Components: V
Casting time: 3 rounds
Duration: Special
Effect: Special
Saving Throw: None
The Firetrail spell was developed for a specific purpose: setting fire to towns and other settlements that the caster wanted to Attack. This is a very rare spell, and only a few evil magicians are aware of it.
The spell must be cast while in flight. As its name implies, it creates a trail of tiny, fiery droplets in the air behind the caster. These droplets fall to the ground at the rate of 30 feet per round. When they touch the ground or any solid object, they burst into flame, each burning for only a few seconds but with the same heat as a burning torch. This fire has an 80% chance of igniting anything flammable (usual modifiers apply for wet material, etc). The length of the trail is 40 feet per level of the caster. Thus Francine, as a 14th level sorceress (ECL of 16) could create a firetrail 640 feet long.
While the trail is still falling, it can be disrupted by spells like 'Gust of Wind', 'Control Wind' or by natural winds. These effects won't prevent the droplets from reaching the ground, however; they just spread it out, possibly enhancing its effects. (The DM must carefully adjudicate this depending on circumstances.)
Although the spell's main purpose is to fire a town, Firetrail can still cause serious personal damage. Anyone under the firetrail when it reaches the ground is struck a hail of droplets, which inflicts a total of 4d10 points of damage. (A Reflex saving throw (DC14+Caster's Int/Cha Bonus) for half damage is allowed) 
Any creature foolish enough to fly through a descending firetrail is struck by far more droplets, which inflicts a total of 6d10 points of damage. (A Reflex saving throw (DC14+Caster's Int/Cha Bonus) for half damage is allowed).

Razor Talons
(Transmutation)
Level: Sor5/Wiz5
Components: V
Range: Personal
Casting Time: 1 action
Duration: 1 round per level
Target: You
This spell is a highly improved variation of the Sharptooth spell, for both use the same principles of operation. This version, of course, is a great deal more dangerous than its lesser cousin.
When a Razor Talons spell is cast, the gargoyle's claws become exceptionally hard strong, and sharp. Due to this alteration, any successful Claw attack inflicts +2 hp damage per arcane caster level to each damage roll. Furthermore, on an unmodified Melee attack roll of 19 or 20 the attack beheads an opponent, just as if the victim had been struck with a vorpal blade. If the victim fails a Reflex saving throw (DC 15 + Caster's Int/Cha bonus), his head is severed as if by a vorpal blade. See also: Vorpal Weapons, DMG pg187.

Rookery Ward
(Transmutation - Teleportation)
Level: Sor4/Wiz4
Components: V
Range: Touch
Casting Time: Special
Duration: Special
Effect: Special
Saving Throw: None
This simple yet highly useful spell utilises teleportation magic to protect the unhatched eggs of the Clan. During casting the gargoyle handles each egg in the rookery, the entire process requiring one round of casting time per egg. Thereafter, the spell remains dormant until activated.
Upon completion of the spell, no creature other than the casting gargoyle, and those designated by the caster, may so much as touch a single egg in the rookery without triggering it's magic. When this spell is activated, all of the eggs are immediately teleported, without error (as per the spell) to another location known to the gargoyle, which is determined during the spells casting. If each egg is subjected to a separate casting of the spell, however, an individual can have it's own destination point (though this is rarely done).
In addition, the casting gargoyle is immediately aware that the spell has been triggered, regardless of distance between the gargoyle and the eggs (including planar boundaries). 
The duration of the spell is indefinite, lying dormant until activated. Once activated, the spell must be cast anew if the eggs are to remain protected. Otherwise, nothing short of a Limited Wish can negate the spell. If an egg hatches prior to the spell's activation, the newborn gargoyle does not trigger the magic, though the hatchling itself is no longer protected by the Rookery ward and is left behind if the spell is later activated.

Serpent Tail
(Transmutation)
Level: Sor2/Wiz2
Components: V
Range: Touch
Casting Time: 1 action
Duration: 1 round + 1 round/level
Target: 1 creature
Save: Fortitude save for half damage
This spell transforms any gargoyles tail into the form of a snake, complete with fanged head. The bite of the snake's head causes 1d6 hp damage and injects venom that burns like acid in the victim's veins. On the round after being wounded, the poisoned creature must make a Fortitude save (DC15+Caster's Int/Cha Bonus) or suffer 1 hp of damage for each level of the caster. A successful save indicates that the victim suffers only half damage.
The snake's head can do nothing more than hiss and bite. Magic cast upon it affects the host creature and vice versa.
The Serpent tail remains under the gargoyle's control, just as a regular tail would.

Shadows
(Illusion - Shadow)
Level: Sor6/Wiz6
Components: V
Range: Personal
Casting Time: 1 round
Duration: 2 minutes per level
Effect: special
Saving Throw: none
This spell allows a Caster to transform itself into pure 'shadow matter.' While so transformed, the caster retains all of its powers and abilities including spell use, feats, special attacks and so forth. In dim, shadowy areas, a shadowed gargoyle can hide in shadows with a great chance of success (DC 30 spot check), and the gargoyle is totally invisible in utter darkness (either magical or natural). 
Once in this form (and during the one full round it takes for the gargoyle to transform), the gargoyle is impervious to most attacks, although it is not entirely invulnerable. Attacks that can harm a Shadowed Gargoyle include:
Light-based spells inflict 1d6 hp damage per spell level (0-level spells are assumed to be 1st-level spells for the purpose of assigning damage only) for each round a shadowed gargoyle remains in their area. Thus a 'light' or 'faerie fire' spell inflicts 1d6 hp damage per round of exposure, a 'Rainbow Pattern' spell inflicts 3d6, and the light of a prismatic sphere inflicts 9d6 hp damage per round that a shadowed gargoyle remains within its radiance. All other spells will not harm a shadowed gargoyle unless specifically designed to effect shadows or creatures composed of shadow, or gargoyles in general. (While a fireball and other flame-based spells do shed some light as a by-product of the heat they produce, they are not considered light-based for the purposes of this spell.)
Normal weapons do not harm a shadowed gargoyle unless augmented with a light based spell, in which case damage is inflicted as above, according to the spell used (the weapon itself inflicts no damage, nor do bonuses from high strength scores). An augmented weapon implies the use of a 'light', or similar spell has been placed directly on the weapon.
Magical weapons inflict damage equal to their magical bonus. If augmented with a light based spell, the light damage and the magical damage are combined. Strength bonuses and normal weapon damage is still excluded. Magical weapons that normally shed light inflict damage as an augmented weapon, as described above.
Full sunlight, either magical (eg. Daylight spell) or natural, immediately negates the spell and forces the gargoyle back into its true form. The change occurs in a single round, during which the gargoyle is helpless and can do nothing other than suffer through the forced transformation. Opponents gain a free round of attacks. While the transformation takes place, the light-based attacks noted above have no effect, but other attack forms may be used normally.
This spell is blocked by Dimensional Anchor (PHB, pg195), however a Shadowed caster is not forced from the shadows by Dimensional Anchor.

Shards
(Conjuration - Creation)
Level: Sor5/Wiz5
Components: V, M
Range: 60 feet
Casting Time: 5 rounds
Duration: special
Effect: 1 Shard
Save: None
This is an extremely potent gargoyle spell. As anyone who has been around gargoyles know, a gargoyle sheds its stone skin every evening, and these stone shards can be found all around a clan's roost. When this spell is cast on the shed skin of any gargoyle or gargoyle beast, it causes the Shards to animate and come alive under the command of the caster.
Shards so created appear as a smaller, lighter, and stone-grey version of its parent. (I.e. a Large gargoyle would create a Medium Shard)
To work out the Shard's Statistics refer to the chart below:
Hit Dice: Half of Parent's Level (hp: 4hp per Hit Dice)
Initiative: As per Ability scores.
Speed: Twice Parent's
AC: 13, plus any Dexterity modifiers.
Attacks: as per Parent
Damage: A shard's Attacks do less damage than it's Parent
 Parent    Shard
  1d2        1
  1d3        1d2
  1d4        1d3
  1d6        1d4
  1d8        1d6
  2d6        1d8
Note that the '+1' bonus many features have are simply added back on. E.g. a shard with a Long beak would do 1d6+1, if the Parent were a Medium sized gargoyle with a Long Beak doing Damage of 1d8+1
Face/Reach: as per Parent
Special Qualities: Construct, plus Parents
Saves: as per ability scores
Abilities: as per Parent's scores -4
Alignment: Neutral
Construct (ex): Shards are immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
The number of Shards at any one time created from a single gargoyle's skin cannot be more than half of the gargoyle's effective character level. A shard lasts until it is killed or wanders more than ten miles from its creator.
Sometimes, these creations are purposely devoured by an ailing parent gargoyle caster, for doing so heals the gargoyle a number of hit points equal to those the Shard possessed; in such cases the Shard passively accepts its fate.

Sharptooth
(Transmutation)
Level: Sor1/Wiz1
Components: V
Range: Personal
Casting Time: 1 action
Duration: 1 round per level
Target: You
This spell alters the gargoyles fangs making them harder and sharper. In melee, this adds +1 per Arcane caster level to each damage roll on any successful bite attack, for as long as the spell lasts.
Fangs under a Sharptooth spell are considered to be keen; that is having a critical threat of 17-20/x2. (See also: Keen Edge spell, PHB pg219)

Spurs
(Transmutation)
Level: Sor1/Wiz1
Components: V
Range: Touch
Casting Time: 1 action
Duration: 5 minutes/level
Target: 1 creature
Save: None
This spell causes the recipient's body to grow Spurs, long, semi-flexible spines extending from the creature's body. The spurs have the effect of increasing the creatures armour class by 2. In addition the creature may attack with the spurs in lieu of its normal attack mode, causing 1d6 hp damage on a successful hit. If the spell recipient also has the Body Spurs feature, that damage stacks with this spell, as well. Opponents who are foolish enough to grapple with a Spurred creature suffer that damage automatically each round they are so engaged. See also: Grapple, PHB pg137.
Because of the awkward size of the spurs (some of which reach over a foot in length), the spell recipient may be unable to enter some small openings, such as narrow cave mouths. Also, surrounding objects may be accidentally caught on the Spurs, and the spell recipient in his choice of clothing and other equipment worn on the body.

Stone Spray
(Transmutation)
Level: Sor3/Wiz3
Components: V, F
Range: 100ft
Casting Time: 1 round
Duration: Instantaneous
Area: 100-foot radius centered on You
Saving Throw: Reflex for half Damage
A sleeping gargoyle is covered in a layer of stone skin. When the gargoyle wakes up at sunset, this layer is cast off. Stone Spray takes advantage of this condition by forcing a layer of stone skin to form on the gargoyle and then hurling the skin away from the gargoyle as missile weapons. When the spell is cast, all creatures in range are showered with these Stone Shards, suffering 1d6 hp damage per level of the gargoyle. A Reflex saving throw (DC13+Caster's Int/Cha Bonus) reduces damage by half.
Arcane Focus: A piece of a gargoyle's stone skin.

Talons
(Evocation)
Level: 2
Range: Medium 100ft plus 10ft per level
Components: V
Duration: 5 rounds
Casting time: 1 action
Target: one creature
Saving throw: Reflex save for half damage
This spell creates a translucent line of four black foot-long, razor sharp nails that appear in front of a single creature and slash at the target once per round, floating along to accompany the victim. The talons strike unerringly, once per round, dealing 2d6 damage unless the target successfully makes a Reflex save (DC12+Caster's Int/Cha Bonus) for half damage. Note that a Talons spell prevents a target from casting any spell except verbal-only magic or other spells that take only one action.
A Dispel Magic spell causes the talons to fade away instantly, and a shield spell prevents them from attacking for one round (as they destroy the Shield). Stronger magical barriers slow them for two rounds before failing. An Antimagic field blocks them completely.
The target of the Talons spell can't be changed once chosen; the spell ends if the target dies and can be ended prematurely if its caster will it - but it requires no continued concentration to maintain (i.e. the caster can initiate other spell casting once a Talons spell is unleashed upon its Target, without affecting the Talons). The Talons follow a target that flees (even if this flight is by means of a Teleport), unless this results in movement to another plane of existence.

Wingbind
(Evocation)
Level: Sor4/Wiz4
Components: V
Range: Close 25ft + 5ft/2 Levels
Casting time: 1 action
Duration: 1 rd/Level
Target: 1 Flying creature
Saving Throw: Special
Wingbind is a highly effective combat spell known only to a few gargoyles. It creates a web or net of force that entangles the target, which must be a flying creature. The target is unable to fly and plummets toward the ground.
The target receives an initial Will saving throw (DC14+Caster's Int/Cha Bonus) to avoid the effects of the spell. At the end of each subsequent round, it receives another Will saving throw, but with a cumulative -3 penalty. A successful saving throw means that the target has broken free from the net of force.
The Wingbind spell remains in effect until the duration expires, the gargoyle successfully saves, the caster is slain or rendered unconscious, the caster purposely releases the spell or the gargoyle slams into the ground.
A wingbound gargoyle falls at 125 feet per second or 750 feet per round. After the wingbind spell is terminated - for whatever reason - the target gargoyle continues to fall for another 2d10 seconds (250-2500 feet). If it strikes the ground during this time, it suffers 1d6 points of damage per ten feet fallen, up to a maximum of 20d6 (See also: Falling Damage, DMG pg 112).

Wing Gifting
(Transmutation)
Level: wiz7/sor7
Components: V,S
Range: Medium 100ft + 10ft/caster level
Casting Time: 3 rounds
Duration: A half hour per level
Target: 1 Creature
Saving Throw: Negates
This spell allows the caster to gift a creature otherwise unable to fly with a pair of usable wings, which sprout from the Creature's back. The spell gives the full knowledge and proficiency with the wings. The creature must have a clearly defined back for the spell to take effect. The creature cannot have wings already. Only one casting of this spell is effective on a creature at any time, although wing from a previously cast spell can be replaced by a new wing type. The wings are comparable to the size of the creature. The caster chooses the desired wing type from the following:
Batlike: Glide 75ft; Skills Glide 2, Aerial Combat 1; Bonus Feat: Wing Buffet; Wing spurs feature does 1d3 damage.
Dactyl: Glide 80ft; Skills Glide 5, Aerial Combat 5; Wing Hands feature. 
Extra Strut: Glide 75ft; Skills Glide 2, Aerial Combat 1; Bonus Feat: Flyby attack. 
Fanlike: Glide 75ft; Skills Glide 2, Aerial Combat 1; Bonus Feat: Wing Buffet; Wing hooks feature does 1d3 damage.
Feathered: Glide 70ft; Skills Glide 3, Aerial Combat 2; Bonus Feat: Flyby attack. 
Split: Glide 80ft; Skills Glide 2, Aerial Combat 1 
Strut Framed: Glide 50ft; Skills Glide 5, Aerial Combat 5 
More information on these wing types is given under Racial Characteristics: Wing Types.
Once the spell has been cast, the subject creature must pass a Fortitude saving throw (DC17-Caster's Int/Cha Bonus). Failure indicates that its body has rejected the wings, which fail to appear; however the creature is otherwise unharmed. Unwilling creatures receive a Will saving throw (DC17+Caster's Int/Cha Bonus) to avoid the wings as well. This spell has no effect on polymorphed creatures.
Finally, those affected by a Wing Gifting spell are subject to all the applicable rules of aerial combat (See Also: Tactical Aerial Movement, DMG pg 69-70).
The wings vanish at the end of the spell's duration. However, creatures that are airborne when the spell ends are affected for 1d2 rounds by a Feather fall spell. This small safeguard allows time to cast a new spell to maintain flight, select the best place for a landing, or make other preparations for the fall. Once the feather fall wears off, a non-flying creature plummets to the ground, taking normal falling damage (See also: Falling Damage, DMG pg 112).

**

EQUIPMENT

Exo-Frames
An Exo-frames armour class stacks with the pilot's dexterity modifier.

Exo-Frame, Gargoyle
This is Xanatos's standard battle armour. It is modelled after the physical form of a classic gargoyle. A similar suit was built for Dingo, but is basically human rather than Gargoyle in form. It has the same characteristics as Xanatos's Battle armour.
Size: Large
Hit Dice: 40hp
Speed: 40ft (Fly 65ft)
AC: 20 (+11 Natural, -1 size)
Attacks: 2 Claws, 1 Particle Accelerator
Damage: Claws 1d8, Particle Accelerator 2d10
Special Attacks: Electrical Shock
Special Qualities: All-around vision, Death throes
Abilities: Strength +6, Constitution +4
Skills: Glide 4, Aerial Combat 2
All-Around Vision (Ex): Gargoyle Exo-frames are fitted with Radar and other sophisticated sensors that grant the wearer a +4 bonus to Spot and Search checks, as well as preventing them from being flanked.
Death Throes (ex): When destroyed, a Gargoyle Exo-frame explodes, dealing 8d6 points of piercing damage to everything within 100 feet (Reflex save for half is DC22).
Electrical Shock (ex): Gargoyle Exo-frames can electrify their outer shell as a defence against grapple attacks. This attack does 2d8 damage, but a successful Fortitude save (DC20) will reduce this to half and allow the grapple to be maintained.
Endurance (ex): This armour contains sufficient fuel and power supplies to operate for six hours.

Exo-Frame, Heavy
This heaviest armour shown, this suit was built for Demona by Nightstone unlimited. Interestingly, it lacks provision for a tail. It is also extremely heavily armed.
Size: Large
Hit Dice: 60hp
Speed: 20ft (Fly 50ft)
AC: 22 (+13 natural, -1 size)
Attacks: 1 cutter, 1 Particle Accelerator
Damage: Cutter 2d6, Particle Accelerator 6d10
Special Attacks: Electrical shock
Special Qualities: All-around vision, Death throes
Abilities: Strength +8, Dexterity -2, Constitution +4
Skills: Glide 1
All-Around Vision (Ex): Heavy Exo-frames are fitted with Radar and other sophisticated sensors that grant the wearer a +4 bonus to Spot and Search checks, as well as preventing them from being flanked.
Death Throes (ex): When destroyed, a heavy Exo-frame explodes, dealing 8d6 points of piercing damage to everything within 100 feet (Reflex save for half is DC22).
Electrical Shock (ex): Heavy Exo-frames can electrify their outer shell as a defence against grapple attacks. This attack does 2d8 damage, but a successful Fortitude save (DC20) will reduce this to half and allow the grapple to be maintained.
Endurance (ex): This armour contains sufficient fuel and power supplies to operate for four hours.
Improved Grab (ex): To use this ability, the heavy exo-frame must hit with its Cutter attack. If it gets a hold it deals automatic Cutter damage each round the hold is maintained.

Exo-Frame, Hunter's
At least three of these suits were built. They are all obviously inferior to those fielded by either Xanatos Enterprises or Nightstone Unlimited. It is slower; less protected, and has none of the sophisticated targeting or warning devices of the original. However, it is still a capable weapon.
Size: Large
Hit Points: 30hp
Speed: 30ft (Fly 40ft)
AC: 17 (+8 Natural armour, -1 Size)
Attacks: 1 claw, 1 particle accelerator
Damage: Claws 1d6, Particle Accelerator 3d10
Special Qualities: Death throes
Abilities: Strength +4, Dexterity -4, Constitution +2
Skills: Glide 1
Death Throes (ex): When destroyed, a Hunter's Exo-frame explodes, dealing 6d6 points of piercing damage to everything within 100 feet (Reflex save for half is DC22).
Endurance (ex): This armour contains sufficient fuel and power supplies to operate for three hours.

Exo-Frame, Light
This is Xanatos's Light armour. It is much smaller than the Battle armour and can be concealed beneath a long coat. It lacks much of the combat capability of the battle armour.
Speed: 30ft (Fly 50ft)
AC: +7 (+7 natural armour)
Attacks: 2 claws
Damage: Claw 1d6
Abilities: Strength +4
Skills: Glide 1
Endurance (ex): This armour contains sufficient fuel and power supplies to operate for eight hours.

Particle Accelerators
"Something like that, Detective. They are the latest design in high columniation charged particle beam technology. The laser is just for aiming. The particle beam itself is invisible."
           -Owen Burnett
All of these weapons were developed as prototypes by Xanatos Enterprises for the United States military.

Particle Accelerator Pistol
Cost  Damage  Critical  Range  Weight   Type
-     2d10     19-20/x2   -      4lb.    Piercing 
Shots: 8

Particle Accelerator Rifle
Cost  Damage  Critical  Range  Weight   Type
-     3d10    19-20/x2   -      10lb.    Piercing 
Shots: 15

Particle Accelerator Squad Support Weapon
Cost  Damage  Critical  Range  Weight   Type
-     6d10    19-20/x2   -      20lb.    Piercing 
Shots: 4
Explosion (ex): a successful particle accelerator attack hitting concrete, a large rock, a stone wall will create an explosion of shattered stone hitting all within range of the impact. This piercing damage varies by weapon type.
Particle Accelerator Pistol: 2d6 damage, 5ft Blast radius
Particle Accelerator Rifle: 3d6 damage, 10ft Blast radius 
Particle Accelerator Squad Support Weapon: 6d6 damage, 20ft Blast radius 

Other: 

Gargoyle Troop Pod
This equipment is a converted aircraft drop tank for fuel. Usually painted white, this pod is designed to be carried on any NATO or Warsaw Pact aircraft, most likely on the centreline (Belly) hardpoints. It is capable of carrying one or two gargoyles with a maximum weight of 880 pounds (400kg) for up to four hours. Operation is simple - the gargoyle lies in the pod until the drop zone is reached, then trips the release bar, slides out the back and spreads his wings. In addition to their normal weapons load, the F-15E Strike Eagle, AV-8B Harrier-2, Mig-29 Fulcrum, Su-33 Flanker, and F-14D Tomcat can each carry two of these pods. 

Laser Rifle
An extremely advanced energy weapon, the laser rifle fires either a single pulse or a continuous beam as long as the trigger is pulled. The Beam setting uses up three shots per round and can be swung to attack all targets in its arc. This rifle carries a total of 30 shots in its energy cell.
Name         Cost   Damage  Critical  Range  Weight   Type
Pulse Laser   -     4d10    19-20/x2   -      10lb.    Piercing 
Beam Laser: The beam laser is used as a suppressive fire weapon and can be considered to have DC40 over a 5-foot square, for suppressive fire purposes.

Oil of Sun's Bane
One dose of this oil smeared onto the gargoyle's face will keep that gargoyle awake for one day. The recipient will not heal over the day or gain any benefits of stone sleep.

Quarryhammer
This is a warhammer that can be electrically charged to do extra damage on impact. It is the quarrymen's weapon of choice for killing gargoyles.
Name          Cost  Damage  Critical  Range  Weight  Type
Quarryhammer   -     1d8      x3       -      8lb.    Bludgeoning 
(Charged)      -    +1d8      x3

Tail Mace
A tail mace is a heavy, blunt weapon designed to fit onto the end of a gargoyle's tail to increase its effect. It adds +4 damage to all tail types, except short flap/Tuft. Individual Tail Maces are crafted to fit one type of tail only. Eg. A Tail Mace created to fit a Grasper tail will not fit on a Paddle/Fin tail. And vice versa.

Tracking Device
This is a small circular object about the size of a U.S. quarter and twice as thick. It allows a person tagged with this to be followed at a distance.
The receiver is a much larger unit: about the size of a palmtop computer.

Wing Armour
Wing Armour is an extremely fine chain mail, which slips over the wings. It does not improve armour class; the purpose of Wing Armour is to protect the wings from damage and to allow a gargoyle to remain airborne until losing 75% of his hit points (90% for Strut-Framed wings).
Wing Armour allows a Fortitude save (DC 15 + Hunter's level) if hit by the Hunter's 'Broken Wings' special ability.
All wing armour is masterwork.

Wing Blades
These are long, thin blades that clip onto the gargoyle's main wing strut just below the joint. They are used for fly-by Raking attacks, and may not be worn while the character is wearing any kind of artificial wing spur.
Name        Cost  Damage  Critical  Range  Weight  Type
Wing Blades 25gp   +1d8    18-20/x2   -      3lb.    Slashing

Wing Spurs
These are metal claws, which strap on to a gargoyle's wings and allow a much more powerful fly-by Rake attack.
There are three versions: one to fit over a gargoyle's wing spur, one which straps directly onto the wing, and one to fit over a gargoyle's wing hand. All items are of masterwork quality.
Name        Cost  Damage  Critical  Range  Weight  Type
Wing Spurs  15gp   +1d4    19-20/x2   -      1lb.    Slashing

Wing Sword
A wing sword is a specialised slashing weapon designed to be used while airborne. It is about a handspan longer than a short sword and is much heavier.
Name        Cost  Damage  Critical  Range  Weight  Type
Wing Sword  20gp   1d8    18-20/x2   -      5lb.    Slashing

**

APPENDIX ONE: TEMPLATES

Half-Gargoyle Template

Half gargoyles are extremely rare. Gargoyles breed very slowly and are not interfertile with other species, so any half-breed must be either a product of science or sorcery. The few half-gargoyles seen are usually the product of a male gargoyle taking a human female as a mate, but female gargoyles can also bear half-breed children.
Possession of either the high technology or powerful magic required, mean that almost any other species can become parents to a half-gargoyle child.

Creating a half-gargoyle:
'Half-Gargoyle' is a template that can be added to any corporeal creature (Referred to as the Base Creature). A humanoid Creature's type becomes Monstrous if it was not already. It uses all of the Base creature's statistics and abilities except as noted here.
Speed: There is a 75% chance that a half-gargoyle has wings; the wings will be the same as its gargoyle parent's wings. The Half-gargoyle will also gain a tail of the same type as its gargoyle parent.
AC: Same as the Base Creature plus a bonus equivalent to the gargoyle parent's body type.
Attacks: A half-gargoyle gains the natural attacks of the parent gargoyle, if it did not already possess them.
Damage: The half-gargoyle uses either the parent gargoyles or the base creature's damage, whichever is greater. Don't forget to adjust damage for size.
Special Attacks: As per the Base Creature.
Special Qualities: As per the Base Creature, plus Low-Light vision if the Base Creature did not already possess it.
Saves: As per the Base Creature.
Ability Scores: Increase from the Base Creature as follows: Str +5,Dex +2, Con +4,Int +0,Wis +0,Cha +0
Skills: Half-Gargoyles gain skill points at the same rate as gargoyles. They should be treated as gargoyles for the purpose of determining skills.
Feats: Half gargoyles have one feat per four levels or hit dice, or the base creatures total of feats, whichever is greater. Half-gargoyles have access to gargoyle special feats.
------
Climate/Terrain: Same as either the parent or the base creature.
Organization: Same as either the parent or the base creature.
Challenge Rating: As per the base creature +2
Treasure: Same as either the parent or the base creature.
Alignment: Any
Advancement: Same as either the parent or the base creature.
 

Mutate Template
"Fool. That wasn't a tranquilliser dart. That was filled with the mutagenic formula! The same formula I used on them." 
 - Dr. Anton Servarius

A Mutate is a person who has been injected with Servarius's mutagenic formula, chemical compound designed to alter DNA toward its desired state. In this case, that is a monstrous humanoid with feline features, bat wings, and the electrical discharge special ability of the electric eel.
The Transformation takes several hours to complete and is irreversible. It's also extremely painful.
On 'Gargoyles', the mutates were all originally human, but that shouldn't prevent other races from being mutated.

Creating a Mutate
'Mutate' is a template that can be added to any corporeal creature (Referred to as the Base Creature). A humanoid Creature's type becomes Monstrous if it was not already. It uses all of the Base creature's statistics and abilities except as noted here.
Size: 75% of mutates increase in size by one size category. These increases are in addition to the ones presented below.
Speed: Mutates have Batlike wings. Glide: 75ft. 
AC: As per the base creature +3
Attacks: A mutate gains claw and bite attacks, if it did not already possess them.
Damage:
Size        Bite   Claw
Fine        -      - 
Diminutive  1      1
Tiny        1d2    1d2
Small       1d3    1d3
Medium      1d4    1d4
Large       1d6    1d6
Huge        1d8    1d8
Gargantuan  2d6    2d6
Colossal    2d8    2d8

Special Attacks: A mutate gains the ability to throw lightning bolts. A mutate can store sufficient electrical energy to throw one bolt for every level he has, every day.
Size        Lightning
Fine          1 
Diminutive    1d2
Tiny          1d3
Small         1d4
Medium        1d6
Large         1d8
Huge          2d6
Gargantuan    2d8
Colossal      4d6

Special Qualities: Mutates gain Low light vision, if they did not already possess it.
Saves: As per the Base creature
Ability Scores: Increase from the Base Creature as follows: Str+5 ,Dex+4 , Con+4 ,Int+0 ,Wis+0 ,Cha+0
Skills: Mutates gain skill points at the same rate as gargoyles. They should be treated as gargoyles for the purpose of determining skills.
Feats: Mutates have one feat per four levels, or the base creatures total of feats, whichever is greater. Mutates have access to gargoyle special feats.
------
Climate/Terrain: Same as the base creature
Organization: Same as the base creature 
Challenge Rating: +3
Treasure: Same as the base creature 
Alignment: Any
Advancement: Same as the base creature 
Electrical Bolt (ex): This is a line of lightning up to a maximum of 45 feet long. A reflex save for half damage applies (DC13+ Mutates level).
Low Light Vision (ex): Mutates have keen night vision and can see three times the distance that a human can see. (See Also: Vision and Light, PHB pg144; Low light Vision, DMG pg79)
These sections are open game content. Both the Hunter and the quarrymen are product Identity, and both quotes are copyrighted to Buena Vista.

**

APPENDIX TWO: NEW PRESTIGE CLASSES

Hunter Prestige Class
"This isn't over, demon! My family has hunted you for five hundred years! If I fail, then my son will take up the hunt, and his son in turn! Even if it takes another five hundred years, the hunt won't end until the last gargoyle dies! " - The 1495 Hunter.

Once, someone you knew, someone you cared about was killed by a gargoyle. It may have been an accident, it may have been on purpose - you don't care. You're going to make them pay for what they did. All of them.
A gargoyle hunter is driven, a man on a quest that would see an entire species slaughtered in the name of vengeance, often for a crime no one remembers.
Most Hunters are Fighters, although Rangers (with Gargoyles as favoured enemies) and Rogues (with their subterfuge skills) can also be found as Hunters.
Hit Die: D10

Requirements.
Base Attack Bonus of 5+
Alignment: any Chaotic.
Race: Any non-gargoyle.
Knowledge (Gargoyle): 4 ranks

Class Skills
The Hunter's class skills (and the Key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge-Gargoyle (Int), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).

Skill points at each level: 2 + Intelligence modifier.

Level   BAB   Fort.  Reflex    Will       Special Attacks
1        +1    +2      +2       +0         Attack bonus +1/ 1d6 bonus damage
2        +2    +3      +3       +0         Weapon Throw
3        +3    +3      +3       +1         Broken Wings
4        +4    +4      +4       +1         Attack bonus +2/ 2d6 bonus damage
5        +5    +4      +4       +1         Enemy of mine
6        +6    +5      +5       +2         Weak Spot
7        +7    +5      +5       +2         Attack bonus +3/ 3d6 bonus damage
8        +8    +6      +6       +2         Art of not getting hit
9        +9    +6      +6       +3         Double Damage
10       +10   +7      +7       +3         Attack bonus +4/ 4d6 bonus damage

Knowledge (Gargoyle) skill: this skill is a subset of the Knowledge (nature) skill and has checks made in the same way. See also: PHB, pg70-71.

Weapon and Armour proficiency: Hunters are proficient with all Simple and Martial weapons, as well as all Light armour, Medium armour and Shields.

Special Attacks:
Art of not getting hit 
The Gargoyle hunter uses his knowledge of gargoyle tactics to avoid an attack.
The hunter must succeed in a Knowledge (Gargoyle) skill check to avoid an attack. If successful he gains a +4 bonus to his armour class for that round only.

Attack bonus/bonus damage
Hunters gain a +1 competence bonus on attack rolls against gargoyles, starting at first level. On a successful attack he deals an additional 1d6 points of damage against a gargoyle. These bonuses increase at 4th, 7th and 10th level. Note these bonuses do not stack with each other.

Broken Wings 
This attack is aimed at the gargoyle's wings, with the intention of destroying the wings and preventing the gargoyle from gliding away.
A Broken wings attempt must be declared prior to the attack roll and suffers a  -3 to hit bonus. The gargoyle takes damage as normal and is grounded for one round per hit point of damage taken.

Double Damage
The Gargoyle hunter uses his knowledge of gargoyle anatomy to hit a more vital spot on the gargoyle. The hunter must succeed in a Knowledge (Gargoyle) skill check (DC 25) to find such a spot. If successful he inflicts twice the rolled damage on the target. Note that this special attack does not stack with critical hits.

Enemy of Mine
The Gargoyle Hunter gains a skill bonus of +1 to all Intimidate, Knowledge (Gargoyle) and Spot checks against Gargoyles. The Hunter also gains a +1 bonus to damage on all attacks against Gargoyles within 30ft. These bonuses stack with the Ranger's Favoured Enemy special ability.

Weak Spot 
The Gargoyle hunter uses his knowledge of gargoyle anatomy to search for a weak spot in the gargoyles natural defences. The hunter must succeed in a knowledge (Gargoyle) skill check (DC 25) to detect a weak spot. If successful he gains a +6 bonus to his next attack only.

Weapon Throw 
The weapon throw allows a Gargoyle hunter to throw any melee weapon he is proficient with at a flying gargoyle. The range increment for thrown melee weapons is 15ft. As this is an unusual use of a melee weapon attacks are made at -2, but all strength and damage bonuses are applied as normally.
 

Quarryman Prestige Class
"I know that you are all reasonable people. But you do not live in a reasonable world. Violence, racism, injustice. You struggle with the world's problems and wind up feeling so alone. Now, something alien and horrible has entered your world. Are you afraid of this monster? Well, for once you are not alone." 
                -Jon Castaway

The Quarrymen are an organization of anti-gargoyle bigots dedicated to keeping the city safe from the 'Gargoyle Menace'. Run by Jon Castaway, who is really Jon Canmore - The Last Hunter, the Quarrymen patrol the city by night searching for gargoyles to slay.
The Quarrymen prefer to portray themselves as a group of concerned citizens. At the lower levels of the organization most Quarrymen are, but the higher and more senior are filled with mercenaries and thugs - Castaway's private army.
Hit Die: D6

Requirements.
Alignment: any non-lawful
Race: Human

Class Skills
The Quarryman's class skills (and the Key ability for each skill) are: Climb (Str), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge-Gargoyle (Int).
Quarrymen also have either the Profession (Wis) or Craft (Int). This represents their day job.

Skill points at each level: 2 + Intelligence modifier.

Level   BAB   Fort.  Reflex    Will       Special Attacks
1        +1    +0      +0       +2         Night's Hunter 
2        +2    +0      +0       +3         Weapon focus: Quarryhammer 
3        +3    +1      +1       +3         Weapon Specialisation: Quarryhammer
4        +4    +1      +1       +4         Increase Hit dice to D8
5        +5    +1      +1       +4         Crush Gargoyle

Quarrymen who pass fifth level usually become Hunters.

Crush Gargoyle 
Once per day, (Night, really) a quarryman of fifth level can attempt to destroy a gargoyle with one normal melee attack. He adds his intelligence bonus to his attack roll and inflicts 2 extra points of damage per class level. If a quarryman accidentally hits someone who is not a gargoyle, the special attack has no effect but is still used up for the day.

Increase Hit dice to D8
The quarrymen rolls a d8 for hit points at this level and above, rather than a d6 as usual.

Night's Hunter
At First level the quarryman gains a bonus against gargoyles due to his training to combat them. The quarryman gains a +1 bonus to all Listen, sense motive and Spot checks when using these skills against gargoyles. Likewise, he gets the same bonus to weapon damage rolls against gargoyles, but cannot strike with accuracy with this bonus using ranged weapons from further than 30 feet. This stacks with a ranger's favoured enemy bonus.

Weapon focus: Quarryhammer 
At second level, the Quarryman gets the Weapon focus feat as a special ability, but only with the Quarryhammer.

Weapon Specialisation: Quarryhammer 
At third level the Quarryman gets the Weapon specialisation feat as a special ability, but only with the Quarryhammer.

**

APPENDIX THREE: NEW MONSTER

Steel Clan Robot
"What did I tell you, Owen? A vast improvement. They're steel instead of stone. They don't sleep during the day. They can fly instead of glide. And best of all, they're one hundred percent obedient."
                                 - David Xanatos

Steel Clan Robot  
Large Construct
Hit Dice: 8d10 (44hp)
Initiative: 0
Speed: 30ft - can't run (65ft Fly)
AC: 20 (+11 Armour, -1 size)
Attacks: 2 claws, 1 Particle Accelerator
Damage: claws 1d6 each, Particle Accelerator 2d10
Face/Reach: 5x5/10
Special Qualities: All-around Vision, Construct, Death Throes, Electrical Shock.
Saves: Fort +2, Ref +2, Will +2
Ability Scores: Str 21,Dex 11, Con -, Int-, Wis 11, Cha 1
------
Climate/Terrain: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: None. Yet.

The Steel Clan Robot is manufactured by the Scarab Corporation for Xanatos Enterprises. It is designed as a superior replacement to a gargoyle.
While it is active 24 hours a day, is better armed and armoured as well as being capable of powered flight, the Steel Clan Robot is sadly lacking in intelligence. In fact, it's as dumb as a brick. This is yet another case of intelligent weapons losing to smarter people.
COMBAT
Steel Clan Robots prefer to attack opponents at long range with their arm-mounted Particle Accelerator. They only enter close combat if forced by opponents or ordered to.
All-Around Vision (Ex): Steel clan robots are fitted with Radar and other sophisticated sensors that grant them a +4 bonus to Spot and Search checks, as well as preventing them from being flanked.
Construct (ex): Steel clan robots are immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Death Throes (ex): When killed, a steel clan robot explodes, dealing 8d6 points of piercing damage to everything within 20 feet (Reflex save for half is DC18).
Electrical Shock (ex): Steel Clan robots can electrify their outer shell as a defence against grapple attacks. This attack does 2d8 damage, but a successful Fortitude save (DC15) will reduce this to half and allow the grapple to be maintained.

**

HELPFUL LINKS
SRD - The System Reference Document for the D20 system. All the rules, but rewritten by lawyers into something unreadable.
http://www.opengamingfoundation.org/srd.html

Cyberpunk D20 - A conversion of the Cyberpunk 2020 game, this includes many hints on running a modern era game as well as modern character classes and weapons. (160kb .rtf Document.) Conversion by Eric A. Duckworth.
http://www.d20reviews.com/Eric/conversions/d20cyberpunk.rtf
Hosted by Enworld's D20 reviews site.
http://www.ambient.on.ca/cpunk/d20cyberpunk.rtf
The first link can be difficult, so I've added this link to Black Hammer's Cyberpunk archive.

Beholder's RPG Zone - Plenty of D20 system weapons: http://www.rpghost.com/rpgzone/index.php

Body/Vigour System - a different damage system than D20's usual hit points. Recommended for modern-era games. I must admit I haven't tried them, though.
I got these in a PDF file, but for the life of me cannot find where the original came from! If you'd like a copy, or, better yet, know where the file's located on the internet, e-mail me.

**

CREDITS
For the Purposes of the Open Game Licence all of the following should be considered Product Identity.

The characters of Gargoyles are copyrights of Buena Vista Television and The Walt Disney Company, 1994. These are used without permission and should not be considered a challenge to the owner's legal rights.

This Guide is based on Christine Morgan's Random Gargoyle Generator from the June 2000 Avalon Mists. Check it out here:
http://avmists.gargoyles-fans.org/jun00.html

Also Cassius, Coira, Crimson, Jamie Cross, Damien, Deborah, Fia, Godiva, Liam, Malachi, Niall, Ruby, Thisbe, and Tourmaline are all characters belonging to Christine Morgan. Go here for more: http://www.eskimo.com/~vecna/new_gallery.html

Orin belongs to Crzy. Her Website is here: http://crzysmansion.art-chicks.com/gallery/gargoyles/FF/

Kanthara and Sapphire belong to Kanthara; Check out her Website here: http://myst.org/kanthara/main.html

Bill Slavicsek, is the author of the Council of Wyrms Hardcover, which originally provided the feats Kick, Plummet, Snatch, Stall, Tail Slap and Wing Buffet as second edition proficiencies.

Flyby attack, Multiattack, and Wingover were originally published in the 3rd edition Monster Manual. They are repeated here for ease of use and are open game content as per Wizards of the Coast's open game licence.

Skin of Stone originally created as Iron Skin by Jeff Ibach. 

Sharptooth, Aerial Acceleration, Stone Spray (Originally Scalespray), Rookery Ward (Originally Clutch Ward), Fire Trail, Wing Bind, Razor Talons (Originally Razor Fangs), Shadows (Originally Shadow Dragon), and Wing Gifting originally written by Robert S. Mullin and copied and updated to the third edition from Dragon Magazine 216 & 230.

Talons was written by Ed Greenwood and originally appeared in Dragon Magazine 233.

Steve Berman wrote the spells: Spurs (Originally Barble), Serpent Tail, and Shards (originally Moltings). These appeared in Dragon Magazine 235, and have been updated for the new edition.

Finally a special thank you to Unibag, Manufacturers of the numerous size 0(white) confectionary bags, size 1(Brown) flat bags and size 5(brown) flat bags I used to scribble on. Without them this would have been much more difficult to write!

**

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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