I just realized I actually need to try and post another revamp of the Gorgon racial writeup. Opinions? Thoughts? Queries? Changes? I still want to go with the "subraces based on different gaze attacks" approach, but I'm utterly devoid of ideas on how to full that off at the moment.
Gorgon, mk 3:
Ability Score Modifiers: +2 Charisma, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Venom-Kissed: You have Resistance to Poison damage and Advantage on saving throws against Poison.
Writhing Mane: Your head is adorned with myriad prehensile, serpentine tails in lieu of hair, which can accomplish any task that a pair of hands could functionally do. It does not grant you either extra attacks or extra actions per turn. It does grant you Advantage on Grappling checks made to grapple another being.
Gaze Attack: As an action, you can unleash a gaze attack on a single creature within 30 feet that you can see and which can see your eyes. The targeted creature must make a Constitution saving throw, with a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, the target takes 2d6 damage and suffers an after-effect. On a successful save, the victim only takes half-damage. The damage inflicted by a failed save increases by +1d6 at levels 6 (3d6), 11 (4d6) and 16 (5d6). Once you have used your Gaze Attack, you must complete a short rest before you can use it again. At character creation, choose one damage type from the following list; your Gaze attack inflicts this damage type. This choice cannot be changed at a later date: Fire, Frost, Necrotic, Poison, Psychic.
Gorgon Racial Feats, Mk 2:
Gazecaster
Prerequisite: Gorgon, must be able to cast spells.
Effect: Spells that you cast that make a Spell Attack roll at Range or that force a Saving Throw at Range can be cast as a Gaze Attack. When you do so, you count as your own Arcane or Divine Focus, and you don't need to use Verbal or Somatic components. However, range is reduced to 30' and the target must meet your gaze to be affected; if the spell could normally affect multiple targets, all targets must meet your gaze. If there is a mirrored surface in your line of sight and within 30' when you use the power, you are affected by your own gaze.
Sweeping Gaze
Prerequisite: Gorgon
Effect: Your Gaze Attack now affects a 15ft Cone instead of targeting a single creature within 30 feet.
Multiple Arms
Prerequisite: Gorgon
Effect: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Serpent's Coils
Prerequisite: Gorgon
Effect: You gain the Serpent Body and Constrict racial traits.
Serpent Body: Instead of legs, you possess an undulating tail, like the body of a giant snake.Your unusual anatomy prevents you from using footwear-based magical items unless they have been specifically designed to fit your monopedal anatomy, or can magically reshape themselves to fit. Additionally, you must have armor custom-fitted; properly-fitted armor increases its cost by +50% (rounding up), whilst improperly fitted armor has its AC reduced by -2 points, minimum of AC 0, to represent the glaring vulnerable spots it presents. You cannot use magic armor unless it can be made to magically reshape itself for your anatomy.
Constrict: Your serpent body is a natural weapon, which you can use to make constrict attacks as an unarmed strike. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Mane of Serpents
Prerequisite: Gorgon
Effect: Your hair transforms from serpent's tails into hissing snakes armed with poisonous fangs. As a bonus action, you can make an Unarmed strike against a single creature within reach; on a hit, the victim takes 1d4 Piercing damage and then 1d8 Poison damage. You also gain Advantage on Intimidate checks made when the target can see you.
Gorgon's Wings
Prerequisite: Gorgon
Effect: You gain a Fly speed of 40 feet. However, you cannot fly if you are wearing Medium or Heavy Armor, or if you are Encumbered.
Warrior's Mane
Prerequisite: Gorgon
Effect: Through natural talent or dedicated training, you have learned to use your serpentine hair in a collective mass, its collective strength letting you wield a single one-handed melee weapon in it at a time. Whilst you are wielding a weapon in your hair, it cannot be used for any other task, in the same way as having your normal hands full interferes with your ability to interact with the world. Weapons wielded in your hair follow the normal restrictions for dual-wielding.
Flowing Locks
Prerequisite: Gorgon
Effect: Your hair grows to a far greater length than is normal for gorgons. When interacting with the world via your Writhing Mane, or making an attack via either the Warrior's Mane or Mane of Serpents feats, your Reach is considered to be 10 feet instead of the normal 5 feet.
Armored Scales
Prerequisite: Gorgon
Effect: Your scaly hide functions like armor. Your default AC becomes 13 + your Constitution modifier. When wearing armor, you may use whichever AC value is the highest against attacks.