Kryx RPGThemesCreatures
Gorgon

Gorgon

Large monstrosity
Challenge
5

STR
5
DEX
0
CON
4
INT
−4
WIS
1
CHA
−2

114
12d10+48
21
Soak
3
Fort
+5
Ref
+3
Will
+0
Defense note natural armor
Condition immunities petrified

Speed 8 m.
Skills Brawn +8 (19), Insight +1 (12), Perception +4 (15)
Senses darkvision 10 m.

Actions (2)

Gore (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 18 (2d12 + 5) piercing damage.

Hooves (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Costs 2 actions; Recharge 5–6). The gorgon exhales petrifying gas in a 5-meter cone. Each creature in that area must succeed on a DC 15 Fortitude 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 restoration spell augmented to greater restoration or other magic.

Forest, Grassland, Hillsrd

Maneuvers

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement, the creature takes bludgeoning damage equal to the stamina die and is knocked prone.

Enhance

You can increase the damage for each additional stamina die expended and if you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.