Gargoyles are a possible evolution of Infected Adventurers, belonging in the Evolved tier.
Spawning
Spawned when an Infected Adventurer gets an evolution point by killing a mob and its evolution timer begins. If the evolution succeeds, they have a 30% chance to become a Gargoyle.
Spawned from Vigils during the second and third waves of a Vigil raid.
Unique Behavior
When evolving, the Gargoyle will keep the same head armor and custom name as the Infected Adventurer it evolved from. If the Infected Adventurer had a chestplate, leggings, or boots on, they will disappear and not be on the Gargoyle.
When spawned by a spawn egg or through commands, they will retain the same values for armor and names.
Gargoyles are flying mobs, allowing them to reach targets at higher levels and overall making them more mobile than other mobs. Though, they are able to 'land' on the ground and hover above it.
Gargoyles will attempt to fly about 10 blocks above their target and slam down. This slam has no cooldown and requires the Gargoyle to have 'fell' at least 3 blocks. It's capable of making blocks around the target have gravity and fall, as well as doing AOE damage. The damage of the slam, the range of blocks that can fall, and hardness of blocks that can fall is dynamic and depends on how far the Gargoyle fell. If the Gargoyle is in water when it hits the ground, the slam will be canceled and not do any damage, nor cause any blocks to fall.
The damage of the slam decided by the following equation: 8 x [how many blocks it fell] x 0.1. The cap for this is 24 damage.
The range of blocks that can fall is decided by the following equation: 2 + [how many blocks it fell] x 0.25. The cap for this is 16 blocks.
The hardness of blocks that can fall is decided by the following equation: 1 + [how many blocks it fell] x 0.15. The cap for this is 32 hardness.
Gargoyles are incapable of dealing regular melee damage; they can only attack via their slam.
The Gargoyle has four variants, with a 20% chance per variant including the regular Gargoyle.
Blooming Gargoyles constantly produce spore blossom particles. They fly 50% slower than other Gargoyle variants. Their slam gives Poison II for 20 seconds to all targets in range.
The Valkyrie Gargoyle has a 1.2x size increase. They also have 2x the amount of armor (12 armor (x6 bars)). Instead of slamming, they will quickly fly down to their target in a similar fashion. Once doing this, they will switch to dealing melee damage for 4 seconds before flying back up again to repeat the attack. Additionally, 20% of the Valkyrie Gargoyle's melee damage pierces through armor, meaning it ignores it.
Madcap Gargoyles deal 50% more damage (12 damage (x6 hearts)) and have 50% higher range. They also create an explosion with a blast strength of 2 when slamming. Madcap Gargoyles will lose 5 health (x2.5 hearts) every time they slam. Once below 25% HP, they will no longer slam, instead flying at their target to deal melee damage.
Ichor Gargoyles constantly drip bile particles. They fly lower than other Gargoyle variants. Instead of slamming, they hover above their target. Any targets beneath an Ichor Gargoyle will receive bile effects (Blindness, Weakness, and Slowness I for 5 seconds and Mining Fatigue I for 10 seconds), as well as Mycelium Infection II for 20 seconds.
Behavior
Gargoyles are melee combatants, attacking mobs with Infected forms, golems, and most hostile mobs.
Gargoyles inflict Mycelium Infection for 30 seconds when dealing melee damage.
Has a follow range of 48 blocks.
Gargoyles have a 5% chance to drop a Scent upon death.
When killed, have a chance to place a small short-lived Mycelium Infection area effect cloud.
Gargoyles will attempt to group together in hordes with other Evolved.
Infected will follow Gargoyles, who themselves will follow Hyper Evolved and Calamities.
Can perform low leaps/dashes to chase prey quickly through water.
Able to use kill points to give themselves buffs, such as strength or speed if the target is running away. They can also give themselves regeneration if they are low on health.
Capable of breaking glass and leaves.
Have a damage cap of 1/3 of their health on hard mode.
Present a weakness to the cold, like all spore mobs.
Related Advancements
Drops
Gargoyle
Statistics
HP: 35 (x17.5 hearts)
Armor: 6 (x3 bars)
Damage: 8 (x4 hearts)
ID: spore:gargoyle
Threat Level: Medium-High
Trivia
The Blooming Gargoyle variant is a suggested mob, coming from the mind of @blu_gy in the Spore Asylum Discord server.
The Ichor Gargoyle variant is a suggested mob, coming from the mind of @entergamer227 in the Spore Asylum Discord server.
Gargoyles are based on real life gargoyles.
They are designed to be anti-sky base units.
The original name of the Gargoyle was ‘Zertrummerer’.
‘Zertrummerer’ is German, and means “smasher.”
The back wings are meant to resemble two sets of organic Elytras.
The reason the Gargoyle doesn't wear chestplates, leggings, and boots is because its body is too fat for the chestplate and it doesn't really have legs or feet for the leggings and boots.
When the Gargoyle was first released, its slam attack wouldn't ignore air blocks when checking for blocks to make fall. Additionally, its dynamic values didn't have a cap for how large they could grow. This wouldn't normally be a problem, however the Gargoyle was bugged in a way that caused the Y movement (how far it fell) to be extremely large (the cause being unknown). All of this added together means that sometimes when a Gargoyle slammed, it would cause thousands of air blocks to fall, becoming entities. This bricked people's worlds and caused unplayable lag. Furthermore, this also caused large sand dunes to appear (a strange glitch involving the falling air blocks). Multiple patches had to be quickly put out in order to fix the Gargoyle.
There was another major bug regarding the Gargoyle, in which after it dies, it would perform its slam attack and do a ton of damage. This is because, for whatever reason, Minecraft is coded so that when a mob dies, it gets a lot of negative Y movement. This caused the Gargoyle to think it fell a lot of distance, causing it to do its slam and deal a lot of damage. There were no checks to make sure Gargoyles didn't perform a slam after they died, so one was added to fix this issue.
The Blooming Gargoyle variant is based on how statues get covered in moss and other foliage in real life.
The original name of the Valkyrie Gargoyle variant was ‘Armored Zertrummerer’ (when the Gargoyle was known as the ‘Zertrummerer’). All it would’ve done was spit tumors instead of smashing down. It was later renamed to ‘Sentry Gargoyle’, then eventually its mechanic was overhauled and it was renamed a third time to ‘Valkyrie Gargoyle’.
The term ‘madcap’ in the Madcap Gargoyle variant means “done or thought up without considering the consequences; crazy or reckless.”
The term ‘ichor’ in the Ichor Gargoyle variant means “the fluid that flows like blood in the veins of the gods.”
The particles that fall off Ichor Gargoyles are the exact same as dripping honey in regular Minecraft, which is created on the bottom of full bee nests or beehives.
Gallery
The Blooming Gargoyle variant.
The Valkyrie Gargoyle variant.
The Madcap Gargoyle variant.
The Ichor Gargoyle variant.
A picture posted in the Discord server teasing the Gargoyle before it was released.
A video of one of the Gargoyle's major bugs occurring.
Getting the Gargoyle to render in-game.
Getting the Gargoyle variants to render in-game.
Getting the Ichor Gargoyle variant to render in-game.
Ditto.