Knightfall
World of Kulan DM
GARGOYLE, HIGH
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 18 (+2 Dex, +2 natural, +4 chain shirt), touch 12, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d4+2/x2) or longsword (1d8+2/19–20/x2)
Full Attack: 2 claws +8 melee (1d4+2/x2) and bite +6 melee (1d6+1/x2) or longsword (1d8+2/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Darkvision 90 ft., freeze
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 15 (+2), Dex 14 (+2), Con 18 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
Skills: Climb +5, Hide +7*, Jump +9, Listen +5, Spot +5, Survival +3
Feats: Iron Will, Multiattack, Wingover
Environment: Temperate hills and mountains
Organization: Solitary, pair, wing (5–16), or clan (10–100)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +6
While high gargoyles aren't originally native to Rielun, the race didn't have to come far to get to the world. High gargoyles originate from the world's moon, Jarad, which has its own history but is also tied to Rielun’s history.
After the time period known as the Third War, the moon of Jarad saw a huge shift in its culture towards that of a Renaissance-style world dominated by steamcraft and high magic. As more and more of the moon’s planetary surface became dominated by steam technology, races such as the high gargoyles found it increasingly hard to fit into Jarad’s culture.
The high gargoyles, or the Selrahmus, in the language of the elves of Jarad, began crossing the ether void to Rielun, where steam technology would never truly dominate, due to the protection of Jaua Ae-rielun. They had soon migrated across the entire world and the Ethma’rieluna soon recognized them as an enlightened race.
The Selrahmus’ hide varies a great deal in pigmentation, but it does tend to be darker in color. Midnight black, earth brown, and dark blue are the most common. High gargoyles have clear, piercing eyes that range in color from burnt red, to brilliant yellow, to sky blue.
Combat
A high gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A high gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 15 Spot check to notice the high gargoyle is really alive.
Skills: High gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.
High Gargoyle Society
The Selrahmus organize themselves into clans, for the most part, but smaller groups are possible as well. High gargoyles are extremely loyal to their fellow clan members, as well as any friends they make amongst the other races of the Ethma’rieluna.
High gargoyles tend to be nomadic and prefer a more rural way of life. They often dedicate themselves to protecting tracts of wilderness in high hills and mountain ranges. Rarely will they settle down in a medieval-style city and a high gargoyle living in one of the Steam Metropolises is almost unheard of.
The Selrahmus tend towards neutrality and good but many of those living in the most remote parts of the Wildlands, on the continent of Malecade, tend to be more chaotic.
High Gargoyles as Characters
High gargoyle characters possess the following racial traits.
● +2 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma. High gargoyles are strong, fast, and durable. However, they often grate against the opinions of others.
● Medium-size.
● A high gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
● Darkvision out to 90 feet.
● Racial Hit Dice: A high gargoyle begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
● Racial Skills: A high gargoyle’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Climb, Hide, Jump, Listen, Spot, and Survival. A high gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
● Racial Feats: A gargoyle’s monstrous humanoid levels give it three feats.
● +2 natural armor bonus.
● Special Qualities (see above): Freeze.
● Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran, and Tligen.
● Favored Class: Fighter.
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 18 (+2 Dex, +2 natural, +4 chain shirt), touch 12, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d4+2/x2) or longsword (1d8+2/19–20/x2)
Full Attack: 2 claws +8 melee (1d4+2/x2) and bite +6 melee (1d6+1/x2) or longsword (1d8+2/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Darkvision 90 ft., freeze
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 15 (+2), Dex 14 (+2), Con 18 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
Skills: Climb +5, Hide +7*, Jump +9, Listen +5, Spot +5, Survival +3
Feats: Iron Will, Multiattack, Wingover
Environment: Temperate hills and mountains
Organization: Solitary, pair, wing (5–16), or clan (10–100)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +6
While high gargoyles aren't originally native to Rielun, the race didn't have to come far to get to the world. High gargoyles originate from the world's moon, Jarad, which has its own history but is also tied to Rielun’s history.
After the time period known as the Third War, the moon of Jarad saw a huge shift in its culture towards that of a Renaissance-style world dominated by steamcraft and high magic. As more and more of the moon’s planetary surface became dominated by steam technology, races such as the high gargoyles found it increasingly hard to fit into Jarad’s culture.
The high gargoyles, or the Selrahmus, in the language of the elves of Jarad, began crossing the ether void to Rielun, where steam technology would never truly dominate, due to the protection of Jaua Ae-rielun. They had soon migrated across the entire world and the Ethma’rieluna soon recognized them as an enlightened race.
The Selrahmus’ hide varies a great deal in pigmentation, but it does tend to be darker in color. Midnight black, earth brown, and dark blue are the most common. High gargoyles have clear, piercing eyes that range in color from burnt red, to brilliant yellow, to sky blue.
Combat
A high gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A high gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 15 Spot check to notice the high gargoyle is really alive.
Skills: High gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.
High Gargoyle Society
The Selrahmus organize themselves into clans, for the most part, but smaller groups are possible as well. High gargoyles are extremely loyal to their fellow clan members, as well as any friends they make amongst the other races of the Ethma’rieluna.
High gargoyles tend to be nomadic and prefer a more rural way of life. They often dedicate themselves to protecting tracts of wilderness in high hills and mountain ranges. Rarely will they settle down in a medieval-style city and a high gargoyle living in one of the Steam Metropolises is almost unheard of.
The Selrahmus tend towards neutrality and good but many of those living in the most remote parts of the Wildlands, on the continent of Malecade, tend to be more chaotic.
High Gargoyles as Characters
High gargoyle characters possess the following racial traits.
● +2 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma. High gargoyles are strong, fast, and durable. However, they often grate against the opinions of others.
● Medium-size.
● A high gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
● Darkvision out to 90 feet.
● Racial Hit Dice: A high gargoyle begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
● Racial Skills: A high gargoyle’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Climb, Hide, Jump, Listen, Spot, and Survival. A high gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
● Racial Feats: A gargoyle’s monstrous humanoid levels give it three feats.
● +2 natural armor bonus.
● Special Qualities (see above): Freeze.
● Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran, and Tligen.
● Favored Class: Fighter.
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