Spellwarped Gargoyles

Spellwarped Better Gargoyles

Met light crossbows

Met een paar screaming en +2 flaming bolts, zie onder

name: Better Gargoyle
source: 5e SRD
size: Medium
type: elemental
subtype: ""
alignment: chaotic evil
ac: 15
hp: 52
hit_dice: 7d8 + 21
speed: 30 ft., fly 60 ft.
stats:
  - 15
  - 11
  - 16
  - 6
  - 11
  - 7
damage_vulnerabilities: ""
damage_resistances: Piercing, and slashing from nonmagical weapons that aren't adamantine
damage_immunities: Poison
condition_immunities: Exhaustion, Petrified, Poisoned
senses: darkvision 60 ft., passive Perception 10
languages: Terran
cr: "2"
bestiary: true
traits:
  - name: False Appearance
    desc: While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.
    attack_bonus: 0
  - name: Brittle Body
    desc: If the gargoyle takes 10 or more bludgeoning damage from a single source, it can no longer use its multiattack until it rests. If again 10+  bludgeoning, it loses fly until rest.
  - name: Clumsy Flier
    desc: The gargoyle falls at the end of aa turn if it's airborne. Attacks while airborne have disadvantage.
actions:
  - name: Multiattack
    desc: "The gargoyle makes two attacks: one with its bite and one with its claws."
    attack_bonus: 0
  - name: Bite
    desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage."
    attack_bonus: 4
    damage_dice: 3d6
    damage_bonus: 2
  - name: Claws
    desc: "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."
    attack_bonus: 4
    damage_dice: 1d6
    damage_bonus: 2
  - name: Crossbow
    desc: "Range Weapon Attack: +4 to hit, one target. Hit: (1d8 + 4) piercing damage. Screaming: DC 15 will save."
    attack_bonus: 4
    damage_dice: 1d8+3
    damage_bonus: 2

De normale op 2014.5e.tools

Spell Absorption (Su):
Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.

Might:
The spellwarped creature gains a +4enhancement bonus to Strength for 1 minute.

Agility:
The spellwarped creature gains a +4enhancement bonus to Dexterity for 1 minute.

Endurance:
The spellwarped creature gains a +4enhancement bonus to Constitution for 1 minute.

Life:
The spellwarped creature gains temporary hit points equal to 5 × the level of the failed spell.

Speed:
The spellwarped creature’s base speed increases bya number of feet equal to 5 × the level of the failed spell.

Resistance:
The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic)

--

Yes, you can port Screaming Bolts and +2 Flaming Bolts from D&D 3.5e to 5e, but you’ll need to adapt them to 5e’s streamlined mechanics and item economy. Below are 5e-compatible versions of each:


🔊 Screaming Bolt (5e Conversion)

This magic bolt emits a terrifying scream when fired, unsettling its target.

When you make a ranged attack with this bolt and it hits, the target must make a DC 15 Wisdom saving throw or become frightened until the end of your next turn.

The bolt emits a loud, eerie scream audible within 300 feet upon release.

The bolt is magical for the purposes of overcoming resistance and immunity.

Once fired, the bolt loses its magic.

In 3.5e, it forced a Will save vs. fear when it hit. In 5e, the "frightened" condition is the natural equivalent, and DC 15 aligns with rare magic items and is usable at mid-tier levels.


🔥 +2 Flaming Bolt (5e Conversion)

Weapon (bolt), rare

This magic bolt grants a +2 bonus to attack and damage rolls made with it.

On a hit, the bolt deals an additional 1d6 fire damage.

The bolt is magical.

Single use — after it is fired, it loses its enchantment.

Optional: If you want to keep things simpler in line with typical 5e ammo like +1 ammunition, you might tone this down to just:

+1 to hit and damage

+1d6 fire damage

Classified as uncommon

But if you're porting straight from 3.5e, +2 is fair, as long as it stays single-use and rare.