Belltower Gargoyle (5e Creature)

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Belltower Gargoyle[edit]

Large construct, lawful evil


Armor Class 15 (natural armour)
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

Saving Throws Str +5, Con +5
Skills Perception +3
Proficiency Bonus +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)


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

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

ACTIONS

Multiattack. The gargoyle makes two attacks: one with its halberd and one with its tail.

Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) poison damage.

Flame Breath (Recharge 5-6). The gargoyle exhales fire in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half as much damage on a successful one.


Hiding in plain sight, belltower gargoyles sit at the rooftops of churches and parishes, guarding the bell against intruders. They are created by magic with the intent of protecting the parish. When they see adventurers approaching to ring their bell, they spring to life, attacking viciously with their halberds and poisonous tails.

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