Large monstrosity, unaligned
Armor Class 19 (Natural Armor)
Hit Points 114 (12d10+48)
Speed 40 ft.
Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) |
Saving Throws (suggested) Str +8, Con +7
Skills Perception +4
Condition Immunities petrified
Senses Darkvision 60 ft., passive perception 14
Challenge 5 (1,800 XP)
Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
ACTIONS
- Multiattack (suggested). The gorgon makes three attacks, one with its gore and two with its hooves.
- Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
- Gore (suggested). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
- Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
- Hooves (suggested). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
- Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
- Petrifying Breath (suggested, Recharge 6). The gorgon exhales petrifying gas in a 60-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a target turns to stone. The target is petrified until freed by the greater restoration spell or other magic.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A gorgon is a large, bull-like creature with a metallic body and scales. Its eyes glow with a sinister green light, and its nostrils emit a foul-smelling gas that can turn living creatures to stone. A gorgon is not a true gorgon from Greek mythology, but rather a misnamed creation of an ancient wizard who sought to emulate the petrifying power of the medusa. A gorgon is not very intelligent, but it is cunning and vicious in combat. Monstrous black bulls, gorgons have hides of thick metal scales. Their breath is a noxious vapor that billows forth in great puffs from their wide, bull nostrils. Gorgons walk on two hooves, when necessary, but usually assume a four-hoofed stance. Despite their great size, they can move through even heavy forests with incredible speed, for they simply trample bushes and splinter smaller trees.
COMBAT
A gorgon relies on its trampling charge to knock down its prey and then finish it off with its gore and hooves attacks. A gorgon can also use its petrifying breath to immobilize or kill multiple foes at once. A gorgon’s natural armor makes it resistant to most physical attacks, but it is vulnerable to fire and acid. A gorgon has a keen sense of smell and can detect blood in the air, which makes it more aggressive. Once their victim is in sight, gorgons let out a scream of rage and then charge. Unless somehow evaded, a gorgon will pursue tirelessly, for days if necessary, until the prey either drops from exhaustion or is caught in the gorgon’s deadly breath.
HABITAT / SOCIETY
A gorgon is a solitary creature that roams the forests, grasslands, and hills in search of food. A gorgon does not have a fixed territory, but it will defend its current hunting ground from intruders. A gorgon does not care for other creatures, except as potential meals or threats. A gorgon rarely mates, and when it does, it produces only one offspring at a time. A young gorgon stays with its mother for about a year, until it is strong enough to fend for itself.
Gorgons are usually encountered in groups of three or four — one male bull with two or three females. Gorgon calves are raised by the females to the age of two, then the young bulls are turned out to make their own way. Females remain with the dominant bull.
The forest around a gorgon lair is usually a crisscrossing network of trails and paths they’ve made. Occasionally there are clearings where the grasses were trampled down in a battle and perhaps the shattered remains of a statue can be found.
ECOLOGY
A gorgon is an apex predator that feeds on large animals such as deer, cattle, horses, and even dragons. A gorgon can consume up to half its body weight in one meal, and then go for weeks without eating. A gorgon’s digestive system can process almost any organic material, including bones, metal, and stone. A gorgon’s waste products are highly toxic and corrosive, and can pollute the surrounding environment. A gorgon has few natural enemies, except for adventurers who seek to slay it for its valuable scales and horns.
It is believed that gorgons can actually devour the living statues they create with their breath weapon. Whether their flat iron teeth break up and pulverize the stone or their saliva returns the victim to flesh while they eat is a matter for conjecture.
Gorgons have no use for treasure, hence gold and gems are often left petrified on the statue of the being that once wore them. Occasionally a gorgon in his haste will devour something of value; the items will later be left in the gorgon’s droppings, somewhere near the entrance to its lair.
Gorgons have no natural enemies other than themselves. Bull gorgons are often called upon to defend their positions against rogue gorgons. These battles are not usually fatal, but even a gorgon can be felled by a well-aimed horn gore.
Gorgon blood, properly prepared, can seal an area against ethereal or astral intrusion; their powdered scales are an ingredient in the ink used to create a protection from petrification scroll.
In addition, the hide of a gorgon can be fashioned, with considerable work and some magical enhancement, into a fine set of scale mail. This armor will provide the wearer with a bonus to saving throws vs. petrification effects.