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GorgonCreature 8


UncommonNLargeBeast
Source Pathfinder Bestiary 2
Perception +19 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +19
Str +7, Dex +3, Con +6, Int -4, Wis +5, Cha +3

AC 28; Fort +18; Reflex +13; Will +17;
HP 135
Speed 25 feet
Immunities petrified

Horn One Action +20 (+15, +10) to hit 2d12+10 Piercing
Hoof One Action +18 (+13, +8) to hit 2d6+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Breath Weapon Two Actions (earth, incapacitation, primal, transmutation)

The gorgon breathes a 60-foot cone of green gas. Each creature in the area must attempt a DC 25 fortitude save.

The gorgon can't use Breath Weapon again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature's body hardens and stiffens, causing it to become Slowed 1 for 1 round.

Failure The creature becomes Petrified for 1 minute. It can attempt a new save at the end of each of its turns.

Critical Failure The creature becomes petrified permanently.

Powerful Charge Two Actions

The gorgon Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d12+12.

Trample Three Actions

Medium or smaller, hoof, DC 26 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, gorgons are a creature of flesh and bone. These ill-tempered beasts greet interlopers with a charge or trample accompanied with belches of petrifying breath. Gorgons are dangerous on their own, and when they band together in herds, they become especially deadly.

Gorgons typically subsist on petrified flesh or fossils. These supernatural beasts can gain sustenance from natural stone if they must, though they find raw stone flavorless, so it's not a preferred food source. In battle, gorgons use their petrifying breath to turn their prey into stone. They break up the resulting statues with their hooves or horns and swallow the stony chunks with loud chewing bites. Gorgons cannot digest unpetrified organic material, and if they try, they experience sickness and great gastrointestinal peril. Such discomforts are not life threatening to gorgons, but they do make the creatures even more ill tempered than usual-much to the chagrin of anyone they subsequently encounter.

Gorgon flesh tastes vaguely like beef, but with a gritty, earthy texture and aftertaste that most meat connoisseurs find off-putting. Creatures with a close association to earth and stone are more likely to find the flavor appetizing; stone giants in particular consider gorgon steaks to be delicacies. Some cultures, notably dwarven cultures, consider the preparation of gorgon for meals as both a physical and a culinary challenge. Chefs who work with gorgon flesh can find renown for their skill in creating palatable dishes from such naturally unpalatable meat.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.