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GARGOYLE

   Gargoyles can advance to the 8th level as either assassins or
   fighters. (If the latter, they can advance to the ninth level with ST
   17, 10th with ST 18). Their claws prevent the use of human weapons,
   but they can strike twice per round (at 1d3). Grappling, they can
   attack one with jaws (1d4) and once with horm (1d6). They do not
   grapple foes who are much larger thatn themselves. Gargoyle assassins
   can backstab with one claw attack only. They have no ability to open
   locks, remove traps or pick pocket. Gargoyles are AC5 and do not use
   armor or shields.
   Gargoyles speak common, their own language and an alignment language.
   They may learn other languages by the usual means. Like their nastier
   cousins, ancestral gargoyles move 9" on the ground, or 15" flying.
   They have the hit dice appropriate to their class and rank.
   Gargoyles tend toward chaos, that is, they are CG/CN/CE. Actually,
   "peculiar' might be more descriptive than "chaotic"; gargoyle
   behavior seems quite bazarre to humans. Gargoyles spend thier leisure
   hours crouched and immobile on a convenient perch - a high cliff,
   building or tree. They do not sleep, but fall into a melancholy
   brooding. In this state, it is dangerous to disturb them - they will
   attack anything that breaks their concentration. (This makes them
   excellant guards.) A gargoyle's mind moves in strange paths. He may
   suddenly pounce on a rack or tree stump, claiming it insulted him or
   chat with a puzzled Komodo dragon, interpreting its movements as
   attempts to communicate.
   Traditional gargoyles are useless things - C/E, unintelligent, immune
   to normal weapons, etc. Better leave them sitting on cathedrals. For
   player characters, one must assume an ancestral race of similar
   appearance, but brighter and friendlier, and vulnerable to
   non-magical attacks.
   ST  8/18        IN  3/14        WS  3/12
   DX  3/16        CN  3/18        CH  3/ 8
   Alignment: C/*
   Classes: Fighter, Assassin

