KING

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

AC1311 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality2210 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense14+2d4
Heart12+1d3
Cunning12+1d3
Fate12+1d3

Passives

Passive

Iron Hide

Resistance to non-magical bludgeoning, piercing, and slashing damage: such hits deal 1 Vigor damage instead of a full hit.

Passive

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

Maneuver

Iron Horn Gore

Melee attack.

Maneuver

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.

Declaration

Petrifying Breath

Telegraph · disrupt d6 · Body save

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

Reaction

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.