Iron Gorgon
Monstrosity
T3d8Sovereign
A bull the size of a cart, its hide plated in iron-hard scales, breathing a grey mist that turns flesh to stone. Once it lowers its horns there is no stopping the charge; it simply plows through whatever stands between it and its target.
Tier 3 · Role Sovereign · Pool Vigor 4 / Vitality 22 · AC 13 · ATK +5 · Save DC 15 · Dmg d8
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 6 | -2 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 12 | +1 | d3 |
| Cunning | 12 | +1 | d3 |
| Fate | 12 | +1 | d3 |
Passives
Iron Hide
Resistance to non-magical bludgeoning, piercing, and slashing damage: such hits deal 1 Vigor damage instead of a full hit.
Petrifying Gaze
When a creature starts its turn within 30 ft looking at the Gorgon, it must make a Body save (DC 15). On failure, it begins turning to stone (restrained). On a second failure while still restrained, it is petrified permanently. Averting eyes grants advantage on this save.
Maneuvers
Iron Horn Gore
Melee attack.
Unstoppable Charge
Charges up to twice its speed in a straight line; each creature in its path makes a Body save (DC 15) or is knocked prone and pushed 10 ft.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Petrifying Breath
Exhales a 20 ft cone of grey mist. Each creature inside makes a Body save (DC 15) or takes 3 damage as its flesh grinds toward stone; on a success, 1 Vigor damage instead.
Reactions
Stone Ward
When struck by a critical hit, its hide flexes iron-hard; the attacker takes 1 Vigor damage in return.
Tactics
GM tactics
Fixes its gaze on the nearest threat and simply charges, letting Petrifying Gaze and Petrifying Breath do the slow work while Unstoppable Charge scatters anyone trying to box it in. Utterly single-minded; does not retreat, does not feint, does not stop.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d8. A crit rolls two: 2d8.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.