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Gargoyles are humanoid earth elementals that look like statues.

Their skin is hard like stone, and they can remain perfectly still for days at a time.

Gargoyles were originally agents of the Primordial Lord of Earth, deployed to summon him into the empire. Instead, gargoyles became fascinated with mortal architecture. They decided to ignore their original mission and learn all they could about the mortal world.

Architecture Geeks

Gargoyles are taught to have an appreciation for architecture, focusing on either the materials, method of construction, or aesthetic. It is traditional for a young adult gargoyle to travel until they find a piece of architecture that calls to them, and then settle down nearby.

Since their arrival and integration into the empire, gargoyles have become highly sought after as builders, as their elemental nature gives them great insight into working with stone or rock.

The premier construction company in the empire was founded by a gargoyle.

Land and Sky

There are two main distinguishing features between gargoyles.

Some have large, stony wings; others lack wings, but have a thicker hide. Winged gargoyles are typically lighter than their groundbased kin, which allows them to fly. The land-based gargoyles have a stronger connection to earthen magic, and they can magically harden their stony skin even further. Some gargoyles possess both of these traits, but the added weight from their stony skin hinders their flight.

Gargoyles form small groups, and it’s not uncommon for them to contain a mix of land-based and flying varieties. There is no social structure or prestige attached to either of these traits.

Gargoyle Names

Gargoyles names are inspired by rocks, stones, and other earthen features.

Example Names: Morningstar, Marbelera, Basaltir

Gargoyle Traits

You gain the following abilities as a gargoyle.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Gargoyles reach maturity around 20 years old and can live for up to 300 years.
  • Size. Gargoyles have the same sizes as a human, although generally winged gargoyles are lighter and smaller than land-based gargoyles. A gargoyle’s size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Dual Type. You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.
  • False Appearance (Minor Feature). While you remain motionless, you are indistinguishable from an inanimate statue. If you remain motionless for at least 1 minute, your clothing and equipment take on a stony appearance as well.
  • Languages. You can speak, read, and write Common and Terran.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Become Stone (Requires False Appearance). When you use your false appearance, you become an actual stone statue after remaining motionless for 1 minute. You remain aware of your surroundings, but you gain resistance to all bludgeoning, piercing, and slashing damage and no longer need to eat, sleep, or breathe. You can remain like this indefinitely and return to your normal form once you move.
  • Hard Rock. When you Dodge, you have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine until the start of your next turn.
  • Light Wings. You have a flying speed of 30 feet, but you must land at the end of your turn or begin falling.
  • Stone Hide. You can harden your body to lessen damage taken. When you take any damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
  • Wings (Costs Two Major Features). You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Minor Features

Choose one of the following minor features, or three if you only chose one major feature.

  • Climbing Claws. You have a climbing speed of 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Expert Tools. You have proficiency with one set of tools of your choice. If you choose a set of artisan’s tools, when you make an ability check involving those artisan’s tools, you can roll a d4 and add the number rolled to the ability check.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Natural Armor. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • Natural Weaponry. You have natural weapons, such as claws, fangs, or a tail. These are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning damage (depending on the type of weaponry) equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the Light and Finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.
  • Rock Blood. You have resistance to poison damage.
  • Stone Sense. Whenever you make an Intelligence (History) check related to stonework, you are considered proficient and can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez