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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5413314" data-attributes="member: 2795"><p><strong>Gorgon Giant</strong></p><p></p><p><span style="color: limegreen">Gorgon giants are magical, foul-tempered creatures. While one might appear to be a sort of minotaur-like construct at first glance, beneath its artifical-looking armor plates is flesh and bone. Their hair is brown or black, with eyes the same color. Gorgon giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. They can live to be 200 years old, but almost never do.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Gorgon giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Once out of rocks, they rush down, unleashing their breath weapons before charging in for melee. Gorgon giants love using bull rushes, tramples, and charges to break up enemy ranks.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Gorgon giants derive nutrients from the consumption of flesh as well as minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their feces (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. </span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Gorgon giants are nomadic, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Gorgon giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clan-mate to save their own skins. Roving bands of gorgon giants are not common, but their constant aggression makes them feared whereever they roam.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Powdered gorgon giant horn is worth 250 gp as an alternate material component for magic items using <em>bull's strength, stoneskin, flesh to stone, statue</em>, and similar magic.</span></p><p></p><p>[sblock=Gorgon Giant]</p><p>Amalgam gorgon/hill giant</p><p><strong>CR</strong> 8; <strong>XP</strong> 4,800</p><p>CE Large aberration (giant)</p><p><strong>Init</strong> -1; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent; Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 22, touch 8, flat-footed 22 (+4 armor, -1 Dex, +10 natural, -1 size)</p><p><strong>hp</strong> 105 (10d8+60)</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +2, <strong>Will</strong> +8</p><p><strong>Defensive Abilities</strong> rock catching</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft. (40 ft. unarmored)</p><p><strong>Melee</strong> greatclub +11/+6 (2d8+16), gore +6 (2d8+5), 2 hooves +6 (1d6+5), or</p><p><strong>Melee</strong> 2 slams +11 (1d8+11), gore +11 (2d8+11), 2 hooves +6 (1d6+5), or</p><p><strong>Ranged</strong> rock +6 (1d8+10)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Special Attacks</strong> breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), rock throwing (120 ft.), trample (1d6+10, DC 22)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 25, <strong>Dex</strong> 9, <strong>Con</strong> 22, <strong>Int</strong> 4, <strong>Wis</strong> 13, <strong>Cha</strong> 8</p><p><strong>Base Atk</strong> +7; <strong>CMB</strong> +13 (+15 bull rush); <strong>CMD</strong> 24 (26 vs. bull rush)</p><p><strong>Feats</strong> Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Rhino Charge</p><p><strong>Skills</strong> Climb +8, Intimidate +14, Perception +8; <strong>Armor Check Penalty</strong> -3</p><p><strong>Languages</strong> Giant</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Breath Weapon (Su):</strong> A gorgon giant can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon giant's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.</p><p></p><p><strong>Power Attack:</strong> The melee attack and CMB stats above include Power Attack. The gorgon giant is all about the all power attack all the time.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> temperate plains, rocky hills, and underground</p><p><strong>Organization</strong> solitary, pair, pack (3-4), or mob (5-12)</p><p><strong>Treasure</strong> standard (greatclub, hide armor, other treasure)</p><p>[/sblock]</p><p></p><p>[sblock=Donnchad the Grinder]</p><p>Gorgon giant fighter 7</p><p>Amalgam gorgon/hill giant</p><p><strong>CR</strong> 15; <strong>XP</strong> 51,200</p><p>CE Large aberration (giant)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent; Perception +19</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 28, touch 9, flat-footed 27 (+8 armor, +1 Dex, +10 natural, -1 size)</p><p><strong>hp</strong> 197 (10d8+60 plus 7d10+49)</p><p><strong>Fort</strong> +14, <strong>Ref</strong> +6, <strong>Will</strong> +10</p><p><strong>Defensive Abilities</strong> bravery +2, rock catching</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 40 ft.</p><p><strong>Melee</strong> <em>+3 greatclub</em> +25/+16/+11 (2d8+27), gore +12 (2d8+8), 2 hooves +12 (1d6+8), or</p><p><strong>Melee</strong> 2 slams +17 (1d8+16), gore +17 (2d8+16), 2 hooves +12 (1d6+8), or</p><p><strong>Ranged</strong> rock +11 (1d8+20)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Special Attacks</strong> breath weapon (60-foot cone, turn to stone, Fortitude DC 20 negates), rock throwing (120 ft.), trample (1d6+12, DC 23), weapon training (hammers)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 27, <strong>Dex</strong> 13, <strong>Con</strong> 22, <strong>Int</strong> 9, <strong>Wis</strong> 13, <strong>Cha</strong> 10</p><p><strong>Base Atk</strong> +14; <strong>CMB</strong> +19 (+21 bull rush & drag); <strong>CMD</strong> 34 (36 vs. bull rush & drag)</p><p><strong>Feats</strong> Cleave, Cornugon Smash (B), Deadly Aim (B), Furious Focus (B), Improved Bull Rush, Improved Drag (B), Intimidating Prowess, Power Attack, Rhino Charge</p><p><strong>Skills</strong> Climb +21, Intimidate +21, Perception +19, Survival +11</p><p><strong>Languages</strong> Giant</p><p><strong>SQ</strong> armor training 2</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Breath Weapon (Su):</strong> Donnchad can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 20 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 20 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of Donnchad's breath weapon a second time while petrified. A creature exposed to Donnchad's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.</p><p></p><p><strong>Power Attack:</strong> The melee attack and CMB stats above include Deadly Aim and Power Attack. Donnchad is all about the all power attack all the time.</p><p></p><p>GEAR</p><p><em>+2 light fortification breastplate, +3 greatclub, belt of mighty constitution +2, eyes of the eagle</em>, plus 850 gp</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5413314, member: 2795"] [b]Gorgon Giant[/b] [color=limegreen]Gorgon giants are magical, foul-tempered creatures. While one might appear to be a sort of minotaur-like construct at first glance, beneath its artifical-looking armor plates is flesh and bone. Their hair is brown or black, with eyes the same color. Gorgon giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. They can live to be 200 years old, but almost never do. Gorgon giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Once out of rocks, they rush down, unleashing their breath weapons before charging in for melee. Gorgon giants love using bull rushes, tramples, and charges to break up enemy ranks. Gorgon giants derive nutrients from the consumption of flesh as well as minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their feces (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Gorgon giants are nomadic, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Gorgon giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clan-mate to save their own skins. Roving bands of gorgon giants are not common, but their constant aggression makes them feared whereever they roam. Powdered gorgon giant horn is worth 250 gp as an alternate material component for magic items using [i]bull's strength, stoneskin, flesh to stone, statue[/i], and similar magic.[/color] [sblock=Gorgon Giant] Amalgam gorgon/hill giant [b]CR[/b] 8; [b]XP[/b] 4,800 CE Large aberration (giant) [b]Init[/b] -1; [b]Senses[/b] darkvision 60 ft., low-light vision, scent; Perception +8 DEFENSE [b]AC[/b] 22, touch 8, flat-footed 22 (+4 armor, -1 Dex, +10 natural, -1 size) [b]hp[/b] 105 (10d8+60) [b]Fort[/b] +9, [b]Ref[/b] +2, [b]Will[/b] +8 [b]Defensive Abilities[/b] rock catching OFFENSE [b]Speed[/b] 30 ft. (40 ft. unarmored) [b]Melee[/b] greatclub +11/+6 (2d8+16), gore +6 (2d8+5), 2 hooves +6 (1d6+5), or [b]Melee[/b] 2 slams +11 (1d8+11), gore +11 (2d8+11), 2 hooves +6 (1d6+5), or [b]Ranged[/b] rock +6 (1d8+10) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Special Attacks[/b] breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), rock throwing (120 ft.), trample (1d6+10, DC 22) STATISTICS [b]Str[/b] 25, [b]Dex[/b] 9, [b]Con[/b] 22, [b]Int[/b] 4, [b]Wis[/b] 13, [b]Cha[/b] 8 [b]Base Atk[/b] +7; [b]CMB[/b] +13 (+15 bull rush); [b]CMD[/b] 24 (26 vs. bull rush) [b]Feats[/b] Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Rhino Charge [b]Skills[/b] Climb +8, Intimidate +14, Perception +8; [b]Armor Check Penalty[/b] -3 [b]Languages[/b] Giant SPECIAL ABILITIES [b]Breath Weapon (Su):[/b] A gorgon giant can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon giant's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based. [b]Power Attack:[/b] The melee attack and CMB stats above include Power Attack. The gorgon giant is all about the all power attack all the time. ECOLOGY [b]Environment[/b] temperate plains, rocky hills, and underground [b]Organization[/b] solitary, pair, pack (3-4), or mob (5-12) [b]Treasure[/b] standard (greatclub, hide armor, other treasure) [/sblock] [sblock=Donnchad the Grinder] Gorgon giant fighter 7 Amalgam gorgon/hill giant [b]CR[/b] 15; [b]XP[/b] 51,200 CE Large aberration (giant) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision, scent; Perception +19 DEFENSE [b]AC[/b] 28, touch 9, flat-footed 27 (+8 armor, +1 Dex, +10 natural, -1 size) [b]hp[/b] 197 (10d8+60 plus 7d10+49) [b]Fort[/b] +14, [b]Ref[/b] +6, [b]Will[/b] +10 [b]Defensive Abilities[/b] bravery +2, rock catching OFFENSE [b]Speed[/b] 40 ft. [b]Melee[/b] [i]+3 greatclub[/i] +25/+16/+11 (2d8+27), gore +12 (2d8+8), 2 hooves +12 (1d6+8), or [b]Melee[/b] 2 slams +17 (1d8+16), gore +17 (2d8+16), 2 hooves +12 (1d6+8), or [b]Ranged[/b] rock +11 (1d8+20) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Special Attacks[/b] breath weapon (60-foot cone, turn to stone, Fortitude DC 20 negates), rock throwing (120 ft.), trample (1d6+12, DC 23), weapon training (hammers) STATISTICS [b]Str[/b] 27, [b]Dex[/b] 13, [b]Con[/b] 22, [b]Int[/b] 9, [b]Wis[/b] 13, [b]Cha[/b] 10 [b]Base Atk[/b] +14; [b]CMB[/b] +19 (+21 bull rush & drag); [b]CMD[/b] 34 (36 vs. bull rush & drag) [b]Feats[/b] Cleave, Cornugon Smash (B), Deadly Aim (B), Furious Focus (B), Improved Bull Rush, Improved Drag (B), Intimidating Prowess, Power Attack, Rhino Charge [b]Skills[/b] Climb +21, Intimidate +21, Perception +19, Survival +11 [b]Languages[/b] Giant [b]SQ[/b] armor training 2 SPECIAL ABILITIES [b]Breath Weapon (Su):[/b] Donnchad can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 20 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 20 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of Donnchad's breath weapon a second time while petrified. A creature exposed to Donnchad's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based. [b]Power Attack:[/b] The melee attack and CMB stats above include Deadly Aim and Power Attack. Donnchad is all about the all power attack all the time. GEAR [i]+2 light fortification breastplate, +3 greatclub, belt of mighty constitution +2, eyes of the eagle[/i], plus 850 gp [/sblock] [/QUOTE]
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