GedoviusCreature 16
Source Pathfinder Kingmaker
Perception +28 (darkvision)
Languages Common, Terran, Undercommon
Skills Acrobatics +31, Athletics +28, Intimidation +26, Stealth +33, Lore +28
Str +6, Dex +9, Con +5, Int +2, Wis +6, Cha +2
AC 39; Fort +27; Reflex +31; Will +28;
HP 222
Speed 25 feet (fly 40 feet)
Resistances Physical 15
Jaws +32 (+27, +22) to hit 3d8+12 Piercing
Claw +32 (+28, +24) to hit (agile) 3d6+12 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Clawed Feet (attack)Trigger The gargoyle is Flying, and a creature moves into an adjacent square below it.
Effect The gargoyle makes a claw Strike against the triggering creature.
Dread StrikerAny creature that has the frightened condition is also Flat-Footed against Gedovius's attacks.
Intimidating ProwessGedovius ignores the penalty for not sharing a language when he attempts to Demoralize a target.
Rip and RendFrequency once per round
Requirements Gedovius's last action was a melee Strike that dealt sneak attack damage to a Flat-Footed target.
Effect Gedovius deals 6d6 Persistent bleed Damage to the target.
Sneak AttackGedovius deals 3d6 extra precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Statue (concentrate)Until the next time he acts, Gedovius appears to be a statue. He has an automatic result of 44 on Deception checks and DCs to pass as a statue.
Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not flxed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.
Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called "wings" for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty-traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals' obsessions and compulsions clash.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.