So, next monster in the ‘needs to be more interesting’ category is the gargoyle.
The base gargoyle in the DCC core rulebook and in the original Monster Manual is a flying fanged beastie, with a little weapon resistance, a little hiding ability, and that’s it.
So let’s make a reason for gargoyles to exist … so in our world, gargoyles are carved into churches and architecture … why? Some books say they were carved into churches to ward off evil spirits. Well, in D&D, gargoyles are evil … so what makes them evil? What motivates them? Lets say that the original race of gargoyles were forsaken by the gods themselves, cast out for some ancient crime. Now churches of all alignments use carvings of these gargoyles as sentinels or warnings to others not to cross the gods – but sometimes they come to life, fueled by something, maybe the curse of their progenitor race, maybe the displeasure of their gods or maybe the sins of their congregations. In any case, they are inscrutable to clerics.
While I am at it, let’s make three varieties of gargoyles, and lets fix the fairly arbitrary protection from non-magical weapons in the core rulebook to something a little more stressful/interactive/fun for players.
When standing still they are completely motionless, and it cannot be discerned whether one is alive or an inanimate statue (DC 25 Int check to avoid a surprise attack).
A gargoyle’s body is composed of living stone and is practically immune to normal weapons. Non magical weapons or common physical damage ignores the first 5 hp of any single attack, and any attack roll of less than 5 causes a non-magical weapon to shatter upon its unyielding body.
As gargoyles are forsaken by the gods, they have a +4 to all saving throws against all clerical powers such as turn unholy or idol magic.
Gargoyles come in all sizes and shapes, small ones are called gulletspouts, and exceptionally large ones are called grotesques.
Grotesque: Init +0; Atk claws +6 melee (1d6+1); AC 23; HD 4d8 (18 hp); MV 40’ or fly 40’; Act 2d20; SP forsaken by the gods, resistant to non-magical weapons, stand still; SV Fort +7, Ref +0, Will +0; AL C.