Shore Gargoyle

Read-only review

Shore Gargoyle

Medium monstrosity, neutral evil

The scourge of stormy coastlines and shallow reefs, these jagged coral encrusted cousins of the traditional Gargoyle hide in shallow water then spring into the air, swooping onto a victim on deck, grappling them into the water and dragging them to a watery doom

Armor Class 14 (Natural armour)
Hit Points 18 (5d6 + 2)
Speed 30 ft./ fly 40 ft.
STR
12
(+1)
DEX
12
(+1)
CON
14
(+2)
INT
8
(-1)
WIS
14
(+2)
CHA
6
(-2)
Saving Throws Con + 4 / Wis + 4
Skills Perception + 4 , Stealth + 2 when submerged, Athletics +2 when flying
Damage Resistances Bludgeoning resistance
Damage Immunities Poison immunity
Condition Immunities Poisoned
Senses passive Perception 10
Languages None
Challenge 2 (450 XP)

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Amphibious. The Shore Gargoyle can breathe air and water.

Stone Camouflage. The {name} has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stone Camouflage. The {name} has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Flyby. The {name} doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one target. Hit: [avg] ([NdM + W]) piercing damage.

Claw. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one target. Hit: [avg] ([NdM + W]) slashing damage.

Pounce. If the {name} moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC [X] Strength saving throw or be knocked prone. If the target is prone, the {name} can make one bite attack against it as a bonus action.

Reactions

Parry. The {name} adds [X] to its AC against one melee attack that would hit it. To do so, the {name} must see the attacker and be wielding a melee weapon.