Gargoyle (CR 4)
Medium Magical Beast (Earth)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8+19 (37 hp); DR: 10/magic
Fort +5, Ref +6, Will +4
Speed: 45 ft., fly 60 ft. average)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +6
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee and bite +4 melee and gore +4 melee
Damage: Claw 1d4+2, bite 1d6+1, gore 1d6+1
Special Attacks/Actions: -
Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Special Qualities: freeze
Feats: Multiattack; Toughness
Skills: Hide +7*, Listen +4, and Spot +4
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Climate/Terrain: Any land, aquatic and underground
Organization: Solitary, pair or wing (5-16)
Gargoyles either remain still, then suddenly attack, or dive onto their prey.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive.
Skills: Gargoyles receive a +8 racial bonus to Hide checks when concealed against a background of worked stone.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.