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Claw - AI-generated fantasy Monster

Claw

The Gargoyle Council of Termal Isle created Claw after ordinary gargoyle sentries proved vulnerable to persistent raiders. Troll blood was mixed with powdered gargoyle hearts and sealed in a volcanic stone egg. The resulting hound emerged ravenous, nearly mindless, and impossible to kill by ordinary means. The council tamed him through ritual commands, feeding, and years of disciplined patrols. Claw now considers the council his pack and Termal Isle his body.

LargeMagical Beast(Gargoyle)CR CR 9Lawful neutral

Claw

gargoyletrollhoundguardiansentinelTermal IsleGargoyle Councilregenerationambusher
HP119AC+9SPD40 ft., Climb 30 ft.CR9AcrobaticsClimbIntimidatePerceptionStealthSurvival
STR
21
DEX
17
CON
20
INT
7
WIS
14
CHA
13
Freeze. Claw can remain perfectly still, appearing to be a statue. While using this ability, he can take 20 on Stealth checks to hide in plain sight as a stone ornament, provided he is not being directly observed. In rocky or worked-stone terrain, he gains a +8 racial bonus on Stealth checks.
Regeneration. Claw has regeneration 5. Fire and acid damage suppress this ability for 1 round. Claw regains hit points at the start of his turn, even if reduced below 0 hit points, unless his regeneration is suppressed.
Gargoyle Hide. Claw's stone hide grants him a +2 natural armor bonus and immunity to petrification. He counts as an earth creature for effects that target creatures by subtype only for purposes of movement and environmental effects.
Troll Hound Jaws. Claw gains a +4 racial bonus on grapple checks made with his bite. He can maintain a grapple with his bite while still making claw attacks against other creatures.
Stoneclimber. Claw can climb stone, brick, and earthen surfaces at his full climb speed without making Climb checks. He retains his Dexterity bonus to Armor Class while climbing.
Fear-Eater. Claw gains a bonus on attack rolls against creatures that are shaken, frightened, or panicked. His attacks against such creatures deal an additional points of damage.
Council-Bound. Claw gains a bonus on saving throws against fear and compulsion effects while within 60 feet of a Gargoyle Council member.
Multiattack. Claw makes a bite attack and two claw attacks.
Bite. Melee bite +17 ( plus grab). If Claw confirms a critical hit against a creature suffering from bleed damage, the bite deals an additional points of damage.
Claw. Melee claw +15 (). Claw has two claw attacks.
Gore. Melee gore +12 (). If both claw attacks hit the same target in one round, Claw can make a gore attack as a swift action.
Stone Howl. Claw emits a terrifying stone howl. Creatures within 30 feet must succeed at a Will save or become shaken for rounds. A creature that fails by 5 or more is frightened for 1 round, then shaken for the remaining duration. This is a sonic, mind-affecting fear effect. Creatures that save are immune to Claw's stone howl for 24 hours.
Shattering Pounce. Claw slams its forelegs into the ground, causing jagged stone ridges to erupt in a 15-foot cone. Creatures in the area take points of bludgeoning damage and must succeed at a Reflex save or fall prone. The cone becomes difficult terrain for 1 minute. Claw can use this ability once every rounds.
Sentinel's Frenzy. Claw can enter a frenzy as a free action once per day. For 5 rounds, it gains a +2 morale bonus on attack rolls, damage rolls, and Will saves, but takes a -2 penalty to Armor Class. While frenzied, Claw must attack the nearest visible enemy if possible.
Guarding Swipe. When a creature within 10 feet attempts to move away from Claw, Claw makes a claw attack against that creature. If the attack hits, the target's movement ends unless it succeeds at a Acrobatics or Escape Artist check.
Bodyguard of Stone. When Claw is targeted by a ranged attack while adjacent to a Gargoyle Council member, he grants that council member cover and can become the target instead. Claw takes the attack's damage normally.
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