Gargoylites PB

Gargoylites

Gargoylites are small (only three feet/O.9 m tall), pudgy, impish little versions of Gargoyles that some misguided people have even accused of looking "cute ." Indeed, unlike their giant cousins, Gargoylites (pronounced "gar-goy-lie-teeze") often smile and seem friendly, helpful, soft-spoken and even shy. Nothing like the massive, muscular giants who dominate this demonic race of beings. 
It is all a trick to get humanoids to underestimate and trust them, so they may manipulate, influence, trick and guide fools to their doom.
Gargoylites, when pronounced correctly, the name reveals its nature, a Gargoyle that " lies" and "teases" lesser beings. A selfish trickster and deceiver who likes to manipulate and play games with mortals by te lling them lies and teasing them with bits of information and half-truths that make the foul little monster seem to be helpful and on their side. 
Then, when it has won a mortal's confidence, it encourages acts of greed, revenge, betrayal, theft and murder, or plays on a person's fears, insecurities, hate and desires. 
Gargoylites don't seek power nor do they desire to rule over others, rather they delight in games of intrigue, manipulation and abuses leveled against gullible and stupid mortals. They are also greedy in the extreme, and have a particular weakness for precious and semiprecious stones, expensive jewelry and rare magic items and collectibles. 
Their deceptive natures make them natural spies, infiltrators, thieves and saboteurs, and they are often put to such work by their demonic masters, Gargoyle Lords, and mortals (Shifters, Summoners and other powerful beings) who enlist Gargoylites as their henchmen.

Alignment : Most are Anarchist (60%) or Miscreant (20%), but they can be any.
Attributes
I.Q. 2D6+2 (9), M.E. 3D6+1 (12), M.A. 3D6+2 (13), P.S. 1D6+18 (Supernatural) (22), P.P. 1D6+16 (20), P.E. 2D6+16 (Supernatural) (23), P.B. 2D6 (7), Spd running 3D6 (11 flying Spd 1D4x10+10 (40) (14-35 mph/22.4 to 56 km). 
  Size: 3 feet (0.9 m) tall; 90-120 pounds (40.5 to 54 kg). 
  M.D.C.: 1D4x100 (300) even for these diminutive fellows. (Has 5D6+P.E. number for Hit Points, 6D6 S.D.C., and an A.R. 13 in S.D.C. world settings.)
Horror Factor: 10 (only when they try to scare someone - otherwise: None).
P.P.E.: 4D6 
  Disposition: Smooth and consummate liars, who will trick, deceive and betray an associate with smiles on their faces. Masters of seeming sincere, innocent and harmless, but in truth, are selfish cutthroats, crooks, spies and tricksters. 
Average Life Span: 400 to 600 years, but some have been known to live over a thousand years. 
  Natural Abilities
  • The ability to fly (despite how disproportionately small their wings may be), 
  • nightvision 120 feet (36.6 m), 
  • superior hawk-like day vision enabling them to see a football-sized target (0.3 m) up to two miles (3.2 m) away,
  • can leap 20 feet (6.1 m) gliding with their wings, 
  • turn invisible at will, 
  • bio-regenerate 6D6 M.D. every hour. 
  • Their short, stubby, little wings appear to be useless but can carry the Gargoylite and as much as 500 pounds (225 kg) additional weight with ease, although they cannot sustain long flights (30 minutes maximum). 
  • The short tail is ineffective in battle.
Special: Metamorphosis into Stone: The Gargoylite possesses powers very similar to the Gargoyle Lord. Metamorphosis into living stone can be performed three times per day (+100 M.D.C. and +1D6 M.D. to punches and kicks when stone, but reduces Spd by one-third). 
Can fly in stone form but at half speed. The duration is limited to six hours per metamorphosis. 
Impervious even to Mega-Damage heat, fire, lava, and acid when turned to stone.
Special: Fire Breath: 4D6 M.D., range: 60 feet (18. 3 m), but only once per melee round (counts as one melee action/attack).
  R.C.C. Skills (Spy/thief/scavenger): 
Barter (+20%), Concealment (+5%), Escape Artist (+10%), Gemology (+25%), Intelligence (+10%), Land Navigation (+10%), Language Native Tongue: Demongogian 95%, Language Other: Dragonese/Elven and Gobb1ely, both at 98%, and two additional Languages: Other (+10%), Literacy Other: Dragonese/Elven 90%, Math: Basic (+15%), Pick Locks (+10%), Pick Pockets (+5%), Palming (+10%), Prowl (+10), Climb (+10%), Seduction (+12%), Swim (-10% penalty), Tailing (+10%), Wilderness Survival (+10%), W.P. Knife and W.P. Energy Pistol, plus can select six additional Secondary Skills.
  Level of Experience: 1D4+1 or as set by the Game Master for NPCs. Player characters should start at first level and use the same experience table as the Dog Boy.
  Attacks per Melee: Four to start, + 1 at leve ls 4, 8 & 12.
Mega-Damage
  • Restrained claw attack inflicts 3D6 S.D.C. damage plus P.S. bonus. 
  • Full strength claw/punch or kick inflicts 2D6 M.D. 
  • Power Punch does 4D6 M.D. 
  • Bite does 1D6 M.D., 
  • or by weapon. 
  • Gargoylites can also perform a flying tackle that does 1D6 M.D. and has a 50% chance of knocking down an opponent who is under 12 feet (3.6 m) tall (victim loses one attack and initiative), but counts as two attacks.
  Bonuses (in addition to those from attributes and skills)
  • +4 on Perception Rolls, 
  • +2 on initiative, 
  • +1 to strike, 
  • +2 to parry and dodge, 
  • +4 to dodge while in flight, 
  • +3 on all saving throws, 
  • +10 to save vs Horror Factor, 
  • impervious to toxic gases, resistant to heat and fire (half damage; no damage when stone), and cannot be turned to stone by magic or the Gorgon's glare.
  Vulnerabilities
Underestimate their opponents, and their greed can be used to lure them into traps, betraying their master or taking foolish risks.
  Magic: None.
Psionics: I.S.P. is 6D6. 
Meditation, Mind Block (4), Presence Sense (4), Sense Magic (3), See Aura (6), Object Read (6), Telepathy (4), Resist Hunger (2), Resist Fatigue (4) and Resist Thirst (6). 
  Habitat: Hades, Rifts Earth, other Earth dimensions, Three Galaxies, the Palladium World, and other places scattered across the Megaverse.
Allies and Alliances: In addition to serving Gargoyle Mages and Lords, Gargoylites may serve masters other than their own kind, and sometimes go off adventuring on their own in search of gems, jewels and magic. In fact, they sometimes join mortal adventurer groups, tagging along for a piece of the spoils. This is not a good thing, as Gargoylites are usually out for themselves and will cheat and steal from their "partners" and "teammates ." 
Furthermore, when push comes to shove, the creature is likely to betray the group for his own ends, and there is always the very real possibility that the little cretin is secretly working for a rival or enemy of the group, quietly undermining their efforts or reporting their every move. 
Then again, since a Gargoylite's loyalty can be bought, it is possible to buy his loyalty and help or to even betray his master (provided a better offer doesn't come along). Of course, such duplicity is always a dangerous game, and Gargoylites are masters at "double-dealing" and can change sides as easily and frequently as a human changes his socks.
Rivals & Enemies: As denizens of Hades, they consider all minions of Dyval their sworn enemies, but especially hate Imps, Deevils and Devilkins, and see them as their arch-rivals. They are also jealous of the Succubus and Incubus, and envious of anyone who possesses great wealth in gems and/or magic items.