Margoyle (CR 5)

Medium Magical Beast
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +8


AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 6d10+24 (51 hp); DR: 15/magic
Fort +9, Ref +7, Will +3
Speed: 45 ft., fly 80 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: 2 claws +8 melee, bite +6 melee, gore +6 melee
Full Attack: 2 claws +8 melee, bite +6 melee, gore +6 melee
Damage: Claw 1d6+1 melee, bite 1d8, gore 1d8
Special Attacks/Actions: -
Abilities: Str 13, Dex 15, Con 19, Int 8, Wis 12, Cha 8
Special Qualities: freeze
Feats: Multiattack; Weapon Finesse (claw, bite, gore)
Skills: Hide +7*, Listen +6, and Spot +8
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or wing (1-2 margoyles and 4-6 gargoyles)
Treasure: Standard coins; standard goods; double items

Source: Converted

Combat

Margoyles either remain still, then suddenly attack, or dive into their prey.

Freeze (Ex): A margoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the margoyle is really alive.

*Margoyles receive a +8 racial bonus to Hide checks when concealed against a background of unworked stone (such as is found in caverns and caves).

The Margoyle first appeared in S4 The Lost Caverns of Tsjocanth (Gary Gygax, 1982). It was called the Marlgoyle in S4. Note the extra "l".