Free interactive D&D 5e SRD stat block

Gargoyle

Medium Elemental, CR 2, AC 15, 67 HP. Chaotic Evil.

Medium Elemental, Chaotic Evil

AC
15
Initiative
+2 (12)
HP
67 (9d8+27)
Speed
30 ft., Fly 60 ft.
ScoreModSave
STR 15 +2 +2
DEX 11 +0 +0
CON 16 +3 +3
INT 6 -2 -2
WIS 11 +0 +0
CHA 7 -2 -2
Skills
Stealth +4
Immunities
Poison, Exhaustion, Petrified, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Primordial (Terran)
CR
2 (XP 450; PB +2)

Traits

Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Multiattack. The gargoyle makes two Claw attacks.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4+2) Slashing damage.

How to run Gargoyle

A gargoyle is an ambush sitting on a roofline. AC 15, 67 HP, 60 ft. fly, and it looks exactly like the carved stone the party just walked under. Run it as terrain that wakes up. The first time players pass a cathedral, a noble's gate, or a ruined keep with statues on the eaves, they should not realize until the wings unfold.

Open with a drop attack. The gargoyle has Stealth +4 and a Passive Perception of 10, so a cluster perched ten feet above the path can sit through any non-active search. When the party is bunched, dive on the lightest-armored target. Multiattack is two Claws at +4 (7 average each), which doesn't sound like much, but Flyby means the gargoyle takes its swings and then leaves the enemy's reach without provoking. Hit, drift up to ceiling height, sneer, repeat. Melee characters with no ranged option spend the fight throwing oil flasks and swearing.

Run gargoyles in groups of three or four. Their damage per gargoyle is modest, but four of them rotating Flyby attacks on a single ranger or wizard is a classic action-economy grind. Poison immunity and immunity to Exhaustion, Petrified, and Poisoned mean the standard low-tier debuffs don't stick. The fight ends when the party either takes flight themselves, finds something to bottleneck the gargoyles into reach, or chips through 67 HP per gargoyle while taking the chip damage. They have Int 6 and Chaotic Evil alignment, so they don't surrender, but they will flee if half their group drops, retreating up to high ground to wait for easier prey.

Have one of them hold still on its perch through the first two rounds of the fight. Players should always wonder if the next statue is also moving. The unease compounds across the dungeon.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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