Der Gargoruth ist ein sehr kampflastiges Monster und passt zu einer stimmungsvollen Atmosphäre und Umgebung, die der Meister möglichst gut zu vermitteln versuchen sollte.

Gargoruth are the mightier cousins of the gargoyles. Like them they require no food, water, or air, can perch indefinitely without moving and use this disguise to surprise their foes.
Gargoruth like to throw their nearly dead victims against walls or batter them in order to break all the bones in their bodies and end their lifes as cruel as possible. They eat their fallen foes out of fondness for inflicting pain.
Gargoruth have a certain demonic essence, which gives them some lesser magical powers. It is said, that whenever gargoyles rest at a place with a great demonic aura for several thousand years, they're nature allows them to adopt this aura to a certain degree and become gargoruth. Others tell, that some evil deities sometimes feel so delighted by the cruelty of their temple-gargoyles that they present them with even more power.
Gargoruth prefer dark, large caverns or abandoned stone halls of ancient buildings as their home especially those of ruined temples. Sometimes they can be found at long forgotten cities or at a decaying wizard-tower.

Gargoruth love to lurk at higher positioned dark corners from where they could make use of their detect-thoughts-ability to get basic information about their targets and especially enjoy feelings of fear and horror. They seem to be attracted by such feelings and attack these characters first.
They attack suddenly and often dive onto their prey.

Gargoruth speak Common and Terran.


Large Magical Beast, CR 8; Size L; HD 7d10+42; HP 79

Init +1 (+1 Dex); Spd. 45ft., fly 75ft. (average);

AC 16 (+1 Dex, +6 natural, -1 Size), touch 10, flat-footed 15

Attack gore +11 melee (gore 1d8+4), 2 claws +9 melee (claw 1d6+2), bite +9 melee (bite 1d8+2)

SV Fort +11, Ref +6, Will +3; AL CE; Str 19, Dex 12, Con 22, Int 9, Wis 12, Cha 7

Skills and Feats: Concentration +8, Hide +9, Listen +6, Search +1, Spot +6; Multiattack, Weapon Focus (claw, bite, gore)

Climate Terrain: Any

Organization: Solitary, pair, or wing (5-16)

Treasure: Standard

Advancement: 8-10 HD (Large); 11-25 HD (Huge)

Freeze (Ex): A gargoruth can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoruth is really alive.

Skills: Gargoruth have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +6 when a gargoruth is concealed against a background of stone.

Immunities (Ex): Gargoruth are immune to poison and electricity

Resistances (Ex): Gargoruth have cold, fire and acid resistance 10

Telepathy (Su): Gargoruth can communicate telepathically with any creature within 100ft. that speaks Common or Terran

Spezial Qualities: Damage reduction 5/silver, SR 5

Spell-Like Abilities: at will darkness, detect thoughts, death knell; 1/day- cause fear, desecrate. These abilities are as the spells cast by a 5th-level sorcerer (save DC 11 + spell - level)