Huge Monstrosity, Unaligned
Armor Class 20 (natural armor)
Hit Points 260 (18d12 + 136)
Speed 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
4 (-3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +14, CON +12
Skills Intimidation +8, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the gorgon fails a saving throw, it can choose to succeed instead.

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Blistering Aura. Thin and wispy flames wreathe the gorgons body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.

In addition, whenever a creature within 5 feet of the gorgon succeeds a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from the warm shield.

Actions

Multi-attack. The gorgon makes 2 attacks one with its hooves and one with its gore or one with its hooves and a fire bolt.

Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d12 + 8) piercing damage.

Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (3d10 + 8) bludgeoning damage.

Fire Bolt. The gorgon spits a mote of fire at a creature or object within a 120 ft. range. Make a ranged spell attack against the target. Ranged Spell Attack: +12 to hit. On a hit, the target takes (4d10) fire damage. A flammable object hit by this ability ignites if it isn't being worn or carried.

Fire Breath (Recharge 5–6). The gorgon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 54 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Summon Magma Mephits (1/Day).  As an action, the magical incendiary that is the gorgon creates 4d4 magma mephits in a 30 foot radius around it.

Reactions

Hellish Rebuke. The gorgon rages, and the creature that damaged it is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw DC 20. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The gorgon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gorgon regains spent legendary actions at the start of its turn.

Move. The gorgon moves up to its movement speed.

Gore. The gorgon makes a gore attack.

Fire Bolt (Costs 2 Actions). The gorgon uses its fire bolt.

Lair and Lair Actions

A Gorgons Lair

 

The brazen bull gorgon prefers a mid sized valley that it can stampede across uncontested. The intense fiery nature of the gorgon creates a baron landscape, vegetation withers away, the soil cracks, sulfuric gases spilling into the air. I'ts a marvelous detriment to any eco system.

Lair Actions

On initiative count 20 (losing initiative ties), the gorgon takes a lair action to cause one of the following effects; the gorgon can’t use the same effect two rounds in a row:

  • The temperature rises beyond 100 degrees in the lair. Your heart races, sweat pours, your vision doubles and blurs. Each creature within the lair must make a DC 17 Constitution saving throw or gain 2 levels of exhaustion until initiative count 20 on the next round.
  • A tremor shakes the lair in a 60-foot radius around the gorgon. Each creature other than the gorgon on the ground in that area must succeed on a DC 17 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the gorgon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary gorgons’s lair is warped by the gorgon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the gorgon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the gorgons’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the gorgon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2020 6:51:50 AM
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Coming Soon
5/4/2020 4:52:53 PM
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Coming Soon
5/4/2020 5:51:12 PM
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Coming Soon

Monster Tags: Elementalmonstrosity

Habitat: GrasslandHill

TylerDaddy

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