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Possessed Gargoyles
Dozens of stone gargoyles scatter the regions. Ever observant, rumours spread that these statues can move and watch travelling parties of adventurers, gathering information and keeping tabs on those travelling routes.
Possessed Stone. One spirit controls every gargoyle in a region. Once per turn, the possession can cross to another available gargoyle within 120 feet. Each statue has 90 HP.
Keen Sight. The Possessed Gargoyle has advantage on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The Possessed Gargoyle doesn't require sleep, air, or food.
Actions
Vessel Hop. As an action, the spirit possessing a gargoyle can jump to another available gargoyle within 120 feet. The new gargoyle must be able to move and be above 1 hit point.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d8 bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d10 bludgeoning damage.
Petrifying Gaze. When a creature that can see the Possessed Gargoyle's eyes starts its turn within 15 feet of the Possessed Gargoyle, the Possessed Gargoyle can force it to make a DC 14 Constitution saving throw if the Possessed Gargoyle isn't incapacitated and can see the creature. On a failed save, the creature begins to turn to stone and is restrained; it must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Reactions
Panic Hop. If the vessel the Spirit possessing the gargoyle drops to 0 HP, the spirit jumps to the nearest available vessel.