I had a bit of fun creating these knowing they would freak out one of my players. The original adventure has a bunch of gargoyles. I decided that the rather run-of-the-mill “Cleric of UNITY” should become the “Handmaidens of UNITY” who, in her insanity, gifted each of these creatures with cybernetic grace – remoulding their stone and earth flesh into facsimiles of herself – angelic in shape but hardly in demeanour.
HANDMAIDEN OF UNITY
Adamantine Clan Gargoyle
Cleric of Unity
Medium elemental (cyborg), lawful evil
Armour Class 20 (natural armour)
Hit Points 136 (5d10+8d8+73)
Speed 30 ft., fly 60ft., plus freedom of movement
STR 17 (+3) DEX 18 (+4) CON 20 (+0)
INT 6 (-2) WIS 17 (+3) CHA 5 (-2)
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 16
Languages Common, Gothic and Terran
Challenge 12 (8,400 XP)
Dark Devotion. The Gargoyle Cleric of Unity has advantage on saving throws against being charmed or frightened.
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Spellcasting. The Gargoyle Cleric of Unity is a 7th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): divine favor (C, 1m, +1d4 radiant dmg), inflict wounds (3d10 necrotic), shield of faith (C, 10m, +2 AC)
2nd level (3 slots): hold person, spiritual weapon (1m, 1d8+3, PHB pg. 278)
3rd level (3 slots): mass healing word (1d4+3 x6 creatures)
4th level (1 slots): freedom of movement (1h, PHB pg. 244)
Tooth and Claw. The gargoyle makes the following attacks against an adjacent foe. For the purposes of overcoming damage resistance they are considered adamantine.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target.
Hit: 19 (3d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 4) slashing damage.
Flying Strike (Recharge when the gargoyle uses stone form). The gargoyle flies up to 60 feet. At any point during its move, it makes the following attack three times, but only once against any creature. This movement does not provoke opportunity attacks.
Charging Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 30 (4d8 + 12) slashing damage with a critical hit on 19-20 and triple damage. The target must also make a DC 17 Strength check or be knocked prone.
Unity Blessed Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage with a critical hit on 19-20 and triple damage.
Stone Form. The gargoyle enters stone form until it ends the effect as a bonus action. While in this form, it gains tremor sense out to 10 feet and resist 30 to all damage, gains 10 temporary hit points at the start of each of its turns, and cannot take actions except to end the effect. When the gargoyle ends the effect, it gains a +10 bonus to all damage rolls before the end of its next turn.
Before Combat The gargoyles cast freedom of movement before combat begins.
During Combat Each gargoyle casts spiritual weapon (as a 3rd level spell) on the first round of combat, and then casts divine favor on the second round, after which the gargoyles focus on melee attacks. A gargoyle heals itself or an ally once reduced to fewer than 40 hit points, unless the PCs seem to be about to fall themselves, in which case they press on the fight.
Morale An adamantine clan gargoyle fights to the death
Gear +2 chain shirt, +2 battleaxe, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, ring of protection +2, orange access card
The Adamantine Clan Gargoyle clerics of UNITY have been remolded and sculpted to resemble androgynous humans with carved feathered wings. They almost look like angelic statues that have come to life.