Friday, June 13, 2008


Size/Type: Medium Monstrous Canine (Earth)
Hit Dice: 8d8+25 (64 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +9 melee (1d8+6) and gore +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision, scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +6, Move Silently +2, Spot +8
Feats: Multiattack, Toughness, Fly-by-attack
Environment: Any
Organization: Solitary, pair, pack, or wing (5-16)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large)
Level Adjustment: +6

Half warg, half gargoyle, these stone canines with wings are powerful adversaries.

Wargoyles often appear to be quadripedal winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes and their mounts out of fondness for inflicting pain.

Wargoyles speak Common and Terran, and also communicate as canines.


Wargoyles either remain still, then suddenly attack, or dive onto their prey from above, as they hunt in the night sky. When they work in pairs, packs, or wings, they often attempt to flank their opponents, taking advantage of the confusion and low light. They have also been known to scoop up their prey and drop them from high elevations.

A wargoyle's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): Much like a gargoyle, a wargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wargoyle is really alive.

Trip (Ex): A wargoyle that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wargoyle.


Wargoyles have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*The Hide bonus increases by +8 when a wargoyle is concealed against a background of stone.

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