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View Full Version : Kobold Quarterly Monster Mondays: Sand Gorgon



PnP News Bot
10-27-2014, 03:11 AM
Originally posted on 10-27-2014 02:01 AM at koboldquarterly.com (http://www.koboldquarterly.com)

http://www.koboldpress.com/k/wp-content/uploads/2014/06/MonsterMondays-300x297.jpg (http://www.koboldpress.com/k/wp-content/uploads/2014/06/MonsterMondays.jpg)A sand gorgon is a massive metallic bull surrounded by a swirling sandstorm. Its thick hide is covered in golden plating that crackles with electricity. When angered, the beast stamps its feet and snorts blasts of salt crystals from its nose.
Desert sages believe that sand gorgons are forces of nature created by dark spirits or angry gods to punish civilization. There seems to be some truth to this belief, since sand gorgons despise the presence of humanoids. A sand gorgon will often summon lashing winds and sandstorms for weeks to drive settlers away from its territory. Those foolish enough to stay behind are rewarded with a brief glimpse of the beast before their demise: a shining bull galloping atop a storm of blinding sand.
Sand Gorgon (CR 10)
XP 9,600
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Aura sandstorm (100 ft.)
DEFENSE
AC 23, touch 9, flat-footed 23 (+14 natural, -1 size)
hp 137 (11d10+56)
Fort +14, Ref +7, Will +8
Immune electricity
OFFENSE
Speed 30 ft., fly 60 ft.
Melee gore +18 (2d8+7), 2 hooves +13 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks charged hide, salt breath (60-foot cone, turn to salt, Fortitude DC 22 negates), trample (2d8+10, DC 22)
Spell-Like Abilities (CL 12th; concentration +12)
Constant—fly
1/week—control weather (to create heat and wind effects only)
1/day—control winds (DC 15)
STATISTICS
Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 10
Base Atk +11; CMB +20; CMD 30 (34 vs. trip)
Feats Flyby Attack, Improved Initiative, Iron Will, Power Attack, Skill Focus (Fly), Skill Focus (Perception)
Skills Fly +13, Perception +17
ECOLOGY
Environment any desert
Organization solitary
Treasure none
SPECIAL ABILITIES
Charged Hide (Ex) The metallic hide of a sand gorgon quickly builds up static electricity inside sandstorms. Creatures in metal armor adjacent to a sand gorgon take 2d6 electricity damage at the start of their turn. Anyone striking a sand gorgon with an unarmed strike, natural attack, or metal weapon takes 2d6 electricity damage. This ability does not function if the gorgon is outside a sandstorm.
Salt Breath (Su) A sand gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of corrosive salt gas. Those caught in the area can attempt a DC 22 Fortitude save to resist the effects, but those who fail are instantly transformed into a statue of salt. This transformation is temporary—each round a transformed creature can attempt a new DC 22 Fortitude save to end the effect. A transformed creature is fragile while it is a statue of salt. If left unshielded inside a sandstorm, it is sandblasted into a pile of salt chunks within 2d4 rounds and dies.
Sandstorm (Su) A sand gorgon is constantly surrounded by a 100-foot radius sandstorm (Pathfinder Roleplaying Game Core Rulebook, page 431). It can suppress or resume this aura as a full-round action. The gorgon can see clearly through its own sandstorm or any other naturally occurring sandstorm.
Ecology
Every sand gorgon associates itself with one of the four cardinal winds, and it usually approaches foes from that direction. Sand gorgons refuse to mate with a gorgon of the same wind, so every 66 years they are forced to roam outside their territories to seek a companion. This results in gorgons from the north, south, east, and west meeting in the center of deserts, where they battle for the most valuable mates. These meetings are said to be so frightening and cataclysmic that even the gods keep away.
Legends claim that each sand gorgon is born with a secret name that is whispered on the winds of every sandstorm it summons. Those born with the gift can hear these names and use them to tame the rage of a sand gorgon. Minotaurs most frequently possess this gift, and many tribes of desert minotaurs worship sand gorgons as gods.
Sand gorgons are solitary creatures, and they can live to be nearly 900 years old. Although not solid gold, the metallic plating and horns of a sand gorgon are quite valuable and can be sold for 2,250 gp.
Tactics
A sand gorgon typically begins a fight while airborne and swoops down on enemies to unleash its salt breath. After sustaining a few injuries, the sand gorgon becomes enraged and lands to engage foes directly. It then proceeds to gore, trample, and breath upon enemies mercilessly until all resistance is crushed.




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DMMike
10-28-2014, 03:09 PM
Sand Gorgon, level 14

Abilities: Physical 20, Mental 8, Metaphysical 16



Skills:
cast spell (float)
+4 (1)



cast spell (fog2)
+4 (1)



cast spell (fire)
+4 (1)



fight (unarmed)
+7 (3)



detect
+5 (3)



movement
+8 (4)



cast spell (anti-lightning)
+4 (1)





Perks:
owl's eye, 60 feet
spell maintenance (2)



mystic ward d6
armor training (4)



weapon focus (horns)
specialize (detect)



spell weaver
quick strike



Gear: electric plating d8 (damage) d10 (protection), horns d6, bite d4

Concept: A sand gorgon is a massive metallic bull surrounded by a swirling sandstorm. Its thick hide is covered in golden plating that crackles with electricity. When angered, the beast stamps its feet and snorts blasts of salt crystals from its nose.
Desert sages believe that sand gorgons are forces of nature created by dark spirits or angry gods to punish civilization. A sand gorgon will often summon lashing winds and sandstorms for weeks to drive settlers away from its territory.

Designer notes: This guy was a beast to convert. Pun intended. The goal was to come in with fewer than 50 lines (per Pathfinder). He gets two free actions for maintaining spells, which will most likely be float (to emulate his flying ability) and fog2 (emulating the sandstorm, and giving him something on which to float). On the ground, he'd be more likely to maintain the anti-lit spell, or possibly just whenever it's needed. Cast spell (fire) is his sandblast ability, which will deal d8 damage to partially-covered targets. The quick strike perk will allow him to use his bonus actions (for high Physical) making attacks, probably with the "electric plating" to simulate his reactive electric charges. This will leave one extra action for a bonus spell, which should be fire unless he's running low on metaphysical health. Importantly, this conversion has a finite amount of sandblasting that it can do, and opponents won't turn to salt unless they reach max physical damage. Also, the gorgon doesn't technically fly, so much as "float" on its "sandstorm." So GMs are advised to roll movement contests if the gorgon is going to do anything crazy, like 4-G inverted dives.