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KapoacinthCreature 4


CEMediumAquaticBeastEarth
Source Pathfinder Bestiary
Perception +10 (darkvision)
Languages Common, Terran
Skills Acrobatics +10, Athletics +9, Stealth +12
Str +3, Dex +2, Con +3, Int -2, Wis +2, Cha -2

AC 21; Fort +13; Reflex +10; Will +10;
HP 40
Speed 25 feet (swim 40 feet)
Resistances Physical 5

Jaws One Action +13 (+8, +3) to hit 2d8+3 Piercing
Claw One Action +13 (+9, +5) to hit (agile) 2d6+3 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 Reaction (attack)

Trigger The gargoyle is Swimming, and a creature moves into an adjacent square below it.


Effect The gargoyle makes a claw Strike against the triggering creature.

Statue One Action (concentrate)

Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue.


Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time.


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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects 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.