At some point the Gargil’s forefathers, most of the Gargoyles were modified by Migond to function in society. They value cleverness, intelligence now. They have an eerie ability to stay completely still and hidden. They have leathery wings, which gives them actual flight. They are smaller than most, but the wings contribute to making them medium size.

Gargils are quite rare, but the ones that people have seen are most often adventurers, work in the guard, or some other active faction. The Gargil communities, are either non-existent, or very good at hiding.

Advancement

  • Ability Score Increases. Your Constitution score increases by 2, and your Dexterity score increases by 1.
  • Age. Most Gargils alive today were converted directly from the monster type Gargoyles by Midgond - God of Craft himself. And many owe allegiance to him. This has happened many times. Usually Midgond gives them a mission, and when it is completed, they are awarded their freedom. Many Gargils feel that the doing the mission is not enough to show gratitude. And will continue working in Midgonds name, even after finishing the quest. Gargils most often, do not die from old age. But none have reached an age of more than 300-350.
  • Alignment. Most Gargil are chaotic, but range from good to evil. Because of this, many places are sceptical of Gargils travelling in. They are known to be more disruptive, than positive.
  • Size. Gargils are about 4-5 feet. (not including wings) Your size is medium.
  • Speed. Your base walking speed is 30 ft. You have a flying speed of 30 ft.
  • Senses. Darkvision 60ft.
  • Languages. You can read, speak, and write Common, Terran and one other language that you and your DM agree is appropriate.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 1d6 + Proficiency bonus slashing damage.
  • Stone camouflage. The Gargil has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Observant. +5 to passive Perception and Investigation
  • Cold, Lighting and Poison Resistance. You are resistant to cold, lighting, and poison damage.
  • Immune to Poison. You are immune to the Poisoned Condition.