Cipher Stars
2013-01-07, 11:30 PM
The Gorgon
The first gorgons were Euryale ("of the wide, briny sea" or the "wide-stepping"; the eldest sister), Stheno (Sthenno, Sthenusa, the "strong one" or the "mighty one"; the middle sister) and Medusa (Medousa, the "queen" or "guardian"; the youngest)
They were three sisters, the daughters of sea-god Phorcys (Phorkys) and sea-goddess Ceto (Keto), sisters of The Graiae (Gray Women), the monster Echidna (Ekhidna, the wife of Typhon and mother of numerous other famous monsters) and Ladon (the dragon who guarded the Tree of the Apples of the Hesperides). Being born of two minor sea deities, the sisters were born nymphs.
They were sister priestesses who served in a temple of Athena, where they served in Athena's name. Any such priestess must remain virgins in order to serve the goddess Athena as such is her demand. The three sisters however were women of great beauty with many remarkable talents, none more so than their ability to captivate those who's eyes they met.
None, however, was more so attracted to the sisters as the great sea-god Poseidon, who lusted after their beauty and forced himself upon the three in the middle of Athena's temple. The three dared not resist the sea-god, one of the three most powerful of all the pantheon. At this, Athena was outraged by their behavior, and cursed the sisters.
Their beauty did not merely captivate, but turned those who met or so much as saw their eyes to stone. They emanated fear now, and not beauty. They were still beautiful, but the world could not see it anymore. They instead saw only fear, they saw those who they had turned to stone against their will. The men and women who once looked up to them now saw only monsters, and gathered their strength together to attack the ex-priestesses, fearing for their safety and wishing no harm on those who assaulted them the sisters were forced to flee on a ship where they came to stop at last on a secluded island to call their home.
The three went their separate ways after a time, growing bitter at the gods and refusing to remain isolated. In their individual travels they manage to make families along the way, which turn out to be similarly cursed as they though they appeared to have some measure of control over their curse.
Over time however, the three sisters fell. The most famous is when the "hero" Perseus slays Medusa, and decapitates her while flaunting her head around embedded into a shield like some self-righteous prick servant of Athena. Legends refer to the sisters as monsters, but the sisters and their descendants know who were the real monsters. They know who the true villains were, who is the reason why they have to defend themselves against self important heroes who hope to kill their kind the second word gets out there's a gorgon among them or living anywhere within half a league of so much as an old farm. Heavens forbid a gorgon live a nice life away from stab-happy heroes.
Gorgons are all beautiful women, equal to that of a nymph. From a physical description, simply use a nymph.
Gorgons are capable of altering their form however. The most common feature is oddly tinted skin colors, more angled features, dark snake-like eyes, and a mass of snakes rather than hair. Fine scales, not noticeable from skin at a distance, cover joints and shoulders thicker before fading into the tender skin. This is considered their subnatural form, their nymph like form being "natural". Some Gorgons are capable of simply changing their hair, rather than entering full subnatural.
Next is their Hybrid form, in which their features become much more snake like and their legs fuse and transform into a long serpent's tail, with again a full head of snakes instead of hair.
Then at last, is their ability to shapechange into a large fully formed snake with deadly poison, steely scales, and burning eyes that slay those that look upon them.
Creating a Gorgon.
Gorgon can be either an acquired, as some form of curse or perhaps blessing or inherent template, as being born to existing gorgons, that can be added to any humanoid or fey creature.
Creatures with this template inherently are descendant from Euryale, the oldest of the original sisters. Much smaller chance of one of the other sisters.
Level Adjustment: +5
or
Challenge Rating: +2
Type: Type is unchanged. They gain the augmented and shapechanger subtypes. When in Hybrid form their type becomes Monstrous Humanoid, and their type becomes Magical Beast in Serpent form.
Type: Size is unchanged, dependent on form. See Alternate Forms.
Alignment: Alignment is unchanged.
Hit Dice: A Gorgon's hit dice are unchanged.
Senses: Gorgons gain the Scent ability.
Snake Sight (Ex/Su): Gorgon's eyes quite suddenly seem to compress and their iris and pupil seem to ripple beneath their lens and their normal human looking eyes replaced by serpentine versions granting the gorgon the ability to "see" heat. They gain blindsight within 160ft in the direction they are looking, though heat radiates off their sources giving you blindsense an extra 20ft beyond that.
Seeing heat gives you an advantage when sensing intent, when Snake Sight is active the gorgon gains a +10 insight bonus to sense motive attempts and any attempt to see concealed items on a person's body.
Activating or dismissing Snake Sight is a free action.
In addition, a gorgon in subnatural or hybrid form gains 360' vision as they can sense what their snakes see and cannot be flanked.
Speed: Same as base creature, a gorgon can always take ten on swim checks. See Alternate Forms.
Armor class: Gorgons have no change to armor class in their natural form. In their subnatural form they gain 1 extra natural armor bonus every two HD. In their hybrid form they gain natural armor equal to their Charisma or 1/2 HD which ever is more, +5. When in their serpent form they gain their full HD to natural armor + 1/2 cha mod (Minimum +1).
Attack: Gorgons have a pair of retractable fangs capable of delivering a bite attack. A gorgon's fangs deal 1d4 points of damage, with an extra 1d6 points of acid damage. A target that is bitten must make a successful Fortitude against a gorgon's poison (DC is 10 + 1/2 gorgon's HD + gorgon's Constitution modifier). Targets that fail their save take 1d6 points of strength damage initially and 2d6 points of strength damage a minute later. Gorgons can also drip their poison without biting to apply it to a weapon.
A gorgon's fangs can be felt in the roof of the gorgon's mouth, and seen as two long subtle bulges. Should someone force a gorgon's mouth open, he or she may make a Heal check (DC 15) to know somethings amiss and a Knowledge (Religion) check (DC is 10 + gorgon's HD) to determine whether the creature is a gorgon.
In hybrid form, a gorgon's fangs deal 1d6 plus the gorgon's charisma modifier acid damage. In full serpent form, a gorgon's bite does 2d6 points of damage and 1d6 plus the gorgon's charisma modifier acid damage.
When in hybrid or subnatural form, their snake hair can also bite a target, giving the gorgon a Circumstance bonus to bite attack rolls equal to 1/4 of the gorgon's HD (minimum 1).
Each snake that can bite tries to do so for a total of 1 point of damage and 1 point of acid damage, The snakes increase the DC of the gorgon's poison by +1d6 if the gorgon bites at the same time.
In addition to automatically biting with the gorgon, the snakes automatically bite grappled creatures, unless the gorgon wills them otherwise. The recipient of this attack must make a Fortitude save (DC is equal to the gorgon's HD) or take 1d4 points of strength damage initially and 1d6 points of strength damage in 1 minute.
A gorgon is immune to poison and acid effects by virtue of this ability.
Special Defenses:
Gorgons retain the base creature's special defenses and gain the following:
Frightful Presence (Ex):
The gorgon’s very presence is unsettling to foes. This ability automatically activates as part of an attack, charge, or any action a creature might take as hostile. Opponents within range of 30ft who witness the action may become frightened or shaken for a duration of 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the gorgon has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the gorgon’s HD + Cha modifier). On a failed save, the opponent is frightened, or panicked if it has 4 or less HD than the gorgon. An opponent that succeeds on the saving throw is shaken and immune to that same creature’s frightful presence for 24 hours. This is a mind-affecting fear effect.
This can be used as part of an intimidate check. Add the excess number the creature failed an intimidate check by and add it to frightful presence's DC, instead of the normal intimidate effect.
Special: If the base creature has Blinding Beauty, this effect replaces it and the gorgon can choose to have Frightful Presence automatically target any enemy and neutral creatures within 30ft. If they beat the check, they are only immune until they leave the 30ft area.
Special Attacks:
Gorgons retain the base creature's special attacks and gain the following:
Stone Eyes (Su):
The gorgon has the power to turn creatures to stone as a standard action gaze attack. Creatures get a reflex save (DC 10 + 1/2 the gorgon’s HD + Cha modifier) to look away, if they fail they take 1d4/2 gorgon's HD+Cha mod dexterity damage. If this would bring their dexterity to 0, the creature is petrified as the flesh to stone spell permanently. If creatures are surprised, dazed, or stunned they cannot look away appropriately. However, simply not knowing the gorgon is a gorgon has no effect on whether they know to look away or not, natural instincts spike them with fear and a sense of doom when they see the gorgon's eyes when they would use Stone eyes.
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. A petrified character appears to be a normal statue of remarkable lifelike quality, but does not register to spells that detect life or death, such as death watch or detect living or detect dead.
Once per day, in a phenomenon known as a stone flair, when the gorgon would be killed by an attack, her serpentine Snake Eyes reveal themselves and react to the attacker as an immediate interrupting action, even if the gorgon herself is unaware of the attack so long as she'd normally be able to react.
If the creature is petrified, it's attack obviously fails. If they do not get petrified they complete the attack with the newly damaged dexterity. If the stone flair fails, the attack completes as normal.
In serpent form, this effect instead slays a creature on a failed save and deals it's dex damage on a succeeded save.
When you use this ability, it cannot be used again for 1d10 rounds.
Special Qualities:
Gorgons retain the base creature's special qualities and gain the following:
Alternate Forms (Ex):
The gorgon can alter it's forms. It's nymph like form is it's natural form, while it can assume three other forms:
Natural: The gorgon's natural body is nymph like and beautiful, their species has learned to stifle their abilities some what so others can see this beauty, a feature sorely missed by the original three. A base gorgon has a +4 charisma and a +2 dexterity. The Natural form's ability increases increase by +2 every four HD, if the Natural form's bonus would surpass that of a higher form they instead keep the bonus from Natural.
Subnatural: The gorgon's body remains nymph like, but scales rise and appear on the gorgon's skin concentrated around joints and their hair becomes a tangle of writhing snakes.
In this form the gorgon gains +2 strength, +4 dexterity, +2 Con. They also gain +4 to charisma checks related to intimidation and fear.
This form is still medium sized, but at 19 HD this form can be Large*.
Hybrid: The gorgon's legs mold into a long serpent tail, their scales become visibly apparent on their joints and in general thicker throughout, though it retains soft flesh around the belly, above the hips, throat, and face. Their hair is a mess of writhing snakes in this form as well, and their eyes always look snake like and piercing.
In this form the gorgon gains +4 strength, +4 dexterity, and +4 con. They also gain a +6 to charisma checks related to intimidation and fear. In this form the gorgon actually gains a swim speed equal to 1/2 it's land speed as it's tail undergoes a minor change in the water, developing fins similar to a mermaid's tail.
In this form it can wrap it's lower body around a subject to constrict dealing 1d4 bludgeoning damage every round it maintains a grappling pin, it's hair can automatically deal it's bite as normal as well.
In this form, the gorgon gains a tail attack dealing 1d6 damage.
This is still medium sized, but at 14 HD this form is large. At 19HD this form is Huge.
Serpent: The gorgon's body becomes wholly snake like, no nymph or humanlike features remaining. It's color and exact appearance vary from gorgon to gorgon, just like how no two humans look the same (or exactly the same at least).
In this form the gorgon gains +6 strength, +2 dexterity, and +6 con. It's scales are plate like and dense. They gain damage reduction equal to 1/2 their HD/adamantine.
These thick hard scales cover the gorgon, difficult to penetrate. When in serpent form the gorgon gains immunity to critical hits.
When submerged in water, the serpent's body undergo a minor shift as it sprouts several fins along it's body, gaining a swim speed equal to it's land speed +20ft.
In this form it can wrap it's body around a subject to constrict dealing 1d8 bludgeoning damage every round it maintains a grappling pin and can make a bite attack at no penalty.
In this form the gorgon retains the tail attack of the previous form and gains the Swallow Whole ability.
Their size is Large. At 14HD this form is Huge. At 19HD this form is Gargantuan.
*- if the base creature is something other than medium, simply increase it's size by one for wherever it mentions a new size.
Abilities: See alternate forms.
Skills: +4 Bluff, +4 gather information, +6 Disguise, +6 intimidate, +6 move silently, +8 spot, +8 Swim.
Environment: Varies, but never naturally too far from a major source of water. Some take to enjoying the comforts of civilization.
Organization: Usually singular, but may form families or groups of like-minded gorgons.
Treasure: Standard.
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Medusa-kin Gorgon
Descendant from Medusa, the youngest of the three gorgon sisters and by far the most mortal, Medusa-kin Gorgons or simply medusakin are weaker than other gorgons, at least as far as raw racial power is concerned.
Personality: Medusakin are often rash people, easily angered or upset, they seem to think the world is out to get them and that if anything goes wrong it's probably their fault. They are defined by generations of paranoia and secrecy, it's in their very bloods to resort to lies easier than truths. These gorgons strive to hide away from other races, though are drawn to civilization like a moth to flame. They are far from mean and monstrous as myths and legends make them out to be, they are in actuality remorseful and love to please. If one has not been discovered, they can often be found in positions that allow them to defend or protect, such as a guard or somewhere close to people of power who are likely to be targeted for assassins... which in turn seems to have given people the idea that Medusakin are bloodthirsty and cunningly ruthless in their methods and are always trying to creep into society and get close to rulers so they can satiate some nonexistent need for blood and violence.
They are, naturally after so many years of persecution, a naturally defensive and as stated paranoid race. When they are discovered their first instinct is to run or kill those who know less they be killed, because they will surely tell others or even try to kill her themselves. A cornered medusakin will feel it has no choice but to fight it's way out, which of course it does usually have to do less they be slain.
Physical Description: Medusakin appear as averaged sized humanoids or fey, with hair like any real "humanoid" would. More then some average humanoid however, they have a fey like quality and subtle grace to their features. Their bodies having not forgotten the same beauty of the original sisters. They are beautiful, often more so than elves, yet have a human quality to them making the medusakin easier to identify with or to blend in with human races, while not being too different from elves.
There are differences however, the roof of a medusakin's mouth has subtle bulges leading to miniscule easy to miss holes that stretch easily open or closed with the same muscles that allow a medusakin to extend a pair of sharp hollow fangs.
They always have defined and almost cat-like eyes, slightly angled giving them a seductive edge that can be found appealing to most humans.
Their ears are pointed as an elf or nymph's. They do not have snake-hair or scales like a normal gorgon does.
Relations: Medusakin on an individual basis try to keep upstanding relations with all races, if they are liked they're less likely to have curious eyes prying into their life. Meanwhile once discovered they rarely stick around to see how they'd react. Medusakin are rarely distinguished from normal gorgons despite being more humanlike, many or most races view them as monsters capable of turning them to stone, and as part of their curse it's difficult to see past that as normal minds get directed immediately to the conclusion: Snake lady! Stone! Kill it! That is of course after it is discovered.
Alignment: Medusakin can be of any alignment.
Lands: Medusakin have little lands of their own, though they can be found with any other gorgon society or organization. When Medusakin civilizations do manage to crop up and sustain themselves, it is usually done on islands away from most other races.
Religion: Medusakin make it a point to avoid religion, the deities are the ones that cursed the original sisters in stupid spite without thinking, Poseidon who raped the sisters, and Athena who cursed the sisters for nothing of their own intent. There is no gorgon deity, though all gorgons praise and think highly of "The original sisters", which can be considered a religion though it has no doctrine besides a general consensus that the gods and goddesses are pricks.
Language: Medusakin speak common and are perfectly capable of learning other languages. Medusakin are also capable of speaking with snakes in a serpent tongue other medusakin can understand.
Adventures: Medusakin are as stated drawn by an indescribable longing to belong. They do what they can to fit into a civilization and share a sense of protectiveness and have a desire to serve and protect. This leads them to adventure for a variety of reasons; to protect people of all walks of life, to explore and witness new cultures, or to simply avoid lingering in one place for too long.
Medusa-kin Gorgon
Humanoid
+2 Cha
(Or: +2 Dex, +4 Cha, -2 Int)
30ft speed
Medium Size: Medusakin don't have benefits or penalties due to size.
Snake Bite (Ex): Medusakin have a pair of retractable fangs. They deal 1d4 damage. Once per encounter they can deliver a DC 10+Con mod+1/2HD poison attack dealing 1d4 strength damage and 2d6 strength damage one minute later.
Stone Eye (Su): Medusakin can make a gaze attack as a standard action. On a reflex save DC 10+Cha mod+1/2HD, the target creature takes 1d6 Dex damage as it's body hardens and turns stone-like. If a creature would be reduced to 0 dexterity, they are petrified permanently as the flesh to stone spell. On a successful save there is no effect. When you use this ability, it cannot be used again for 1d10 rounds.
Skill Bonuses: The medusakin have a +2 to Disguise.
Automatic Languages: Common
Bonus Languages: Aquan, Elven, Sylvan
Favored Class: Bard or Sorcerer
Medusakin Aging:
Medusakin Random Starting Ages
{table=head]Start|Simple|Moderate|Complex
15 |+12d6|+12d8|+12d12[/table]
Medusakin Aging Effects:
{table=head]Middle Age|Old Age|Venerable|Maximum Age
75 | 120 years| 150 years|+10d6 years[/table]
Medusakin random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
Female|4’8”|+2d6| 90 lb.|+ (1d6 * 1d10) lb.[/table]
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(Medusa-kin) Gorgon Paragon
Some Medusakin aren't nearly so distant from their gorgon cousins, and can tap into their racial abilities and expand on them.
{table=head]Level | BaB | Fort | Reflex | Will | Special Abilities
1st | +1 | +2 | +2 | +0 | Snake Hair, Intimidate boost
2nd | +2 | +3 | +3 | +0 | Improved Bite
3rd | +3 | +3 | +3 | +1 | Ability Boost (Cha +2), Scales
[/table]
Abilities
Gorgon paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Charisma increases the gorgon's stone eye ability, while constitution increases their poisoning ability. Wisdom helps in detecting a potential foe before the foe detects the gorgon in turn.
Alignment
Any.
Hit Die
d6.
Class Skills
The gorgon paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are class features of the gorgon paragon class.
Weapon and Armor Proficiency
Gorgon paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.
Snake Hair (Su/Ex): The medusakin can, as a swift action, supernaturally cause her hair to be replaced by living breathing snakes. Once transformed they remain as an extraordinary ability, thus can enter effects such as antimagic and cannot be dispelled.
These snakes can deliver a bite attack whenever you do, dealing 1 point of piercing damage. Whenever they bite at the same time as you, their own minor poison lessens the creature's immune system, increasing the DC for the gorgon's poison by 1d8 (signifying the number of bites received, however no matter the result they still only deal 1 damage in total).
They can automatically bite any creature you grapple with unless you will them otherwise.
Dismissing the snake hair is a supernatural free action.
Intimidate boost (Ex): Whenever snake hair is active, the gorgon gains a boost to it's intimidate checks equal to 1/2 it's HD as the many snakes leer and hiss at the foe.
Improved Bite (Ex): The gorgon's bite increases in effectiveness. The poison increases to 1d6 strength damage poison DC=10+1/2Gorgon HD+Gorgon Con modifier, dealing 2d6 strength damage in one minute. A gorgon can force this poison to drip without biting to apply it to a weapon.
In addition, when snake hair is active you deal an additional 1d4 acid damage with a bite attack, and the snake hair's 1 damage bite attack deals 1 extra point of acid damage.
Ability Boost (Ex): The gorgon's presence increases with a predatory grace that can be taken as seductive or intimidating. At 3rd level, a gorgon paragon's Charisma score increases by 2 points.
Scales (Ex): The gorgon paragon can manifest more snake like traits when it activates it's snake hair. When snake hair is active, the gorgon paragon also gains glistening scales that give it natural armor equal to 1/2 it's HD. They can also make an intimidate check as part of their Stone Eyes ability, spiking the uncanny fear present in it's eyes at the moment of contact intimidating the creature in question if it survives or manages to avoid the attack.
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Gorgon-born
The gorgon-born bloodline. People who may seem like members of ordinary races, yet within them courses the blood of Stheno, the middle of the three Original Sisters. This blood boosts their power and gives them traits of the bloodline's namesake, the gorgons.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Disguise +2
2 | | Disguise +2 | Snake Bite
3 | | | Cha +1
4 | Disguise +2 | Snake Bite | Stone Eye
5 | | | Snake Affinity +2
6 | | Cha +1 | Serpent Hair
7 | | | Intimidate +2
8 | Snake Bite | Stone Eye | Poisoned Bite
9 | | | Con +1
10 | | Snake Affinity +2 | Snake Affinity +4
11 | | | Scales
12 | Cha +1 | Serpent Hair | Intimidating Gaze
13 | | | Move Silently +2
14 | | Intimidate +2 | Hybrid Form
15 | | | Dex +1
16 | Stone Eye | Poisoned Bite | Frightful Presence
17 | | | Snake Affinity +6
18 | | Con +1 | Potent Gaze
19 | | | Hide +2
20 | Snake Affinity +2 | Snake Affinity +4 | Great Serpent
[/table]
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Snake Affinity (Ex): The gorgon gains a bonus to interactions with snakes or snake like creatures and beings. They can communicate with snakes as per the speak with animals spell.
Snake Bite (Ex): The gorgon gains a bite attack dealing 1d4 damage if medium sized, 1d6 for large, 1d3 for small.
Stone Eye (Su): The gorgon gains a gaze attack. As a standard action the gorgon can meet the eyes of another creature. The creature gets a reflex save DC 10 + 1/2 HD + cha mod to look away in time before the gaze takes effect. If they fail, they take 1d4 dexterity damage. If their dexterity would be reduced to 0, they become petrified permanently as the flesh to stone spell. When you use this ability, it cannot be used again for 1d10 rounds.
Serpent Hair (Su/Ex): The gorgon can convert it's hair, or grow, a mess of writhing snakes atop it's head. Doing so is a swift action as a supernatural ability, while they remain as an extraordinary ability and are not effected by antimagic, dismissing them is a free action that is also supernatural.
These snakes bite whenever you do and automatically bite at anyone you're in a grapple with unless you will them otherwise. The snakes deal 1 point of damage, and if used with your own bite increase the DC to resist your poison attack, if any, by 1d6 damage.
Poisoned Bite (Ex): The gorgon now has a poison attack. It injects poison into a creature with every bite attack. Poison deals 1d6 strength damage initially on a failed fort save DC 10+1/2 HD+Con mod. It deals 2d6 str damage one minute later.
Scales (Ex): Whenever the gorgon manifests it's snake-hair it grows matching scales, granting it natural armor equal to 1/2 it's HD.
Intimidating Gaze (Su): The gorgon can make an intimidate check as part of it's stone eye ability.
Hybrid Form (Ex): When manifesting snake hair, the gorgon can instead go through a more complete transformation as a move action instead.
This hybrid form has the lower body of a great snake, more scales concentrated around it's joints and a mass of snakes for hair. Their eyes are fierce and snake like.
In this form it's natural armor bonus increases by 1/2, it gains 1/2 it's HD as a bonus to intimidate checks and gains +2 strength, dexterity, and constitution in this form. It gains a swim speed equal to 1/2 it's land speed as it grows find along it's snake portion of it's body similarly to a mermaid.
Frightful Presence (Su): The gorgon’s very presence is unsettling to foes. This ability automatically activates as part of an attack, charge, or any action a creature might take as hostile. Opponents within range of 30ft who witness the action may become frightened or shaken for a duration of 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the gorgon has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the gorgon’s HD + Cha modifier). On a failed save, the opponent is frightened, or panicked if it has 4 or less HD than the gorgon. An opponent that succeeds on the saving throw is shaken and immune to that same creature’s frightful presence for 24 hours. This is a mind-affecting fear effect.
Potent Gaze (Su): The gorgon's stone eye ability deals 1d4 dexterity damage for every two HD instead of a flat 1d4.
Great Serpent (Ex) When the gorgon manifests it's snake hair, it can again choose to instead manifest a more complete form. As a standard action the gorgon can assume the form of a great snake that is one size larger than the gorgon's base form.
In this form it gains +4 strength, +4 Dex, and +4 Con. It's natural armor is equal to it's full HD. It gains 1/2 it's HD as a bonus to intimidate checks.
It gains a swim speed equal to it's base land speed +20ft when submerged in water as it grows fins along it's body.
The first gorgons were Euryale ("of the wide, briny sea" or the "wide-stepping"; the eldest sister), Stheno (Sthenno, Sthenusa, the "strong one" or the "mighty one"; the middle sister) and Medusa (Medousa, the "queen" or "guardian"; the youngest)
They were three sisters, the daughters of sea-god Phorcys (Phorkys) and sea-goddess Ceto (Keto), sisters of The Graiae (Gray Women), the monster Echidna (Ekhidna, the wife of Typhon and mother of numerous other famous monsters) and Ladon (the dragon who guarded the Tree of the Apples of the Hesperides). Being born of two minor sea deities, the sisters were born nymphs.
They were sister priestesses who served in a temple of Athena, where they served in Athena's name. Any such priestess must remain virgins in order to serve the goddess Athena as such is her demand. The three sisters however were women of great beauty with many remarkable talents, none more so than their ability to captivate those who's eyes they met.
None, however, was more so attracted to the sisters as the great sea-god Poseidon, who lusted after their beauty and forced himself upon the three in the middle of Athena's temple. The three dared not resist the sea-god, one of the three most powerful of all the pantheon. At this, Athena was outraged by their behavior, and cursed the sisters.
Their beauty did not merely captivate, but turned those who met or so much as saw their eyes to stone. They emanated fear now, and not beauty. They were still beautiful, but the world could not see it anymore. They instead saw only fear, they saw those who they had turned to stone against their will. The men and women who once looked up to them now saw only monsters, and gathered their strength together to attack the ex-priestesses, fearing for their safety and wishing no harm on those who assaulted them the sisters were forced to flee on a ship where they came to stop at last on a secluded island to call their home.
The three went their separate ways after a time, growing bitter at the gods and refusing to remain isolated. In their individual travels they manage to make families along the way, which turn out to be similarly cursed as they though they appeared to have some measure of control over their curse.
Over time however, the three sisters fell. The most famous is when the "hero" Perseus slays Medusa, and decapitates her while flaunting her head around embedded into a shield like some self-righteous prick servant of Athena. Legends refer to the sisters as monsters, but the sisters and their descendants know who were the real monsters. They know who the true villains were, who is the reason why they have to defend themselves against self important heroes who hope to kill their kind the second word gets out there's a gorgon among them or living anywhere within half a league of so much as an old farm. Heavens forbid a gorgon live a nice life away from stab-happy heroes.
Gorgons are all beautiful women, equal to that of a nymph. From a physical description, simply use a nymph.
Gorgons are capable of altering their form however. The most common feature is oddly tinted skin colors, more angled features, dark snake-like eyes, and a mass of snakes rather than hair. Fine scales, not noticeable from skin at a distance, cover joints and shoulders thicker before fading into the tender skin. This is considered their subnatural form, their nymph like form being "natural". Some Gorgons are capable of simply changing their hair, rather than entering full subnatural.
Next is their Hybrid form, in which their features become much more snake like and their legs fuse and transform into a long serpent's tail, with again a full head of snakes instead of hair.
Then at last, is their ability to shapechange into a large fully formed snake with deadly poison, steely scales, and burning eyes that slay those that look upon them.
Creating a Gorgon.
Gorgon can be either an acquired, as some form of curse or perhaps blessing or inherent template, as being born to existing gorgons, that can be added to any humanoid or fey creature.
Creatures with this template inherently are descendant from Euryale, the oldest of the original sisters. Much smaller chance of one of the other sisters.
Level Adjustment: +5
or
Challenge Rating: +2
Type: Type is unchanged. They gain the augmented and shapechanger subtypes. When in Hybrid form their type becomes Monstrous Humanoid, and their type becomes Magical Beast in Serpent form.
Type: Size is unchanged, dependent on form. See Alternate Forms.
Alignment: Alignment is unchanged.
Hit Dice: A Gorgon's hit dice are unchanged.
Senses: Gorgons gain the Scent ability.
Snake Sight (Ex/Su): Gorgon's eyes quite suddenly seem to compress and their iris and pupil seem to ripple beneath their lens and their normal human looking eyes replaced by serpentine versions granting the gorgon the ability to "see" heat. They gain blindsight within 160ft in the direction they are looking, though heat radiates off their sources giving you blindsense an extra 20ft beyond that.
Seeing heat gives you an advantage when sensing intent, when Snake Sight is active the gorgon gains a +10 insight bonus to sense motive attempts and any attempt to see concealed items on a person's body.
Activating or dismissing Snake Sight is a free action.
In addition, a gorgon in subnatural or hybrid form gains 360' vision as they can sense what their snakes see and cannot be flanked.
Speed: Same as base creature, a gorgon can always take ten on swim checks. See Alternate Forms.
Armor class: Gorgons have no change to armor class in their natural form. In their subnatural form they gain 1 extra natural armor bonus every two HD. In their hybrid form they gain natural armor equal to their Charisma or 1/2 HD which ever is more, +5. When in their serpent form they gain their full HD to natural armor + 1/2 cha mod (Minimum +1).
Attack: Gorgons have a pair of retractable fangs capable of delivering a bite attack. A gorgon's fangs deal 1d4 points of damage, with an extra 1d6 points of acid damage. A target that is bitten must make a successful Fortitude against a gorgon's poison (DC is 10 + 1/2 gorgon's HD + gorgon's Constitution modifier). Targets that fail their save take 1d6 points of strength damage initially and 2d6 points of strength damage a minute later. Gorgons can also drip their poison without biting to apply it to a weapon.
A gorgon's fangs can be felt in the roof of the gorgon's mouth, and seen as two long subtle bulges. Should someone force a gorgon's mouth open, he or she may make a Heal check (DC 15) to know somethings amiss and a Knowledge (Religion) check (DC is 10 + gorgon's HD) to determine whether the creature is a gorgon.
In hybrid form, a gorgon's fangs deal 1d6 plus the gorgon's charisma modifier acid damage. In full serpent form, a gorgon's bite does 2d6 points of damage and 1d6 plus the gorgon's charisma modifier acid damage.
When in hybrid or subnatural form, their snake hair can also bite a target, giving the gorgon a Circumstance bonus to bite attack rolls equal to 1/4 of the gorgon's HD (minimum 1).
Each snake that can bite tries to do so for a total of 1 point of damage and 1 point of acid damage, The snakes increase the DC of the gorgon's poison by +1d6 if the gorgon bites at the same time.
In addition to automatically biting with the gorgon, the snakes automatically bite grappled creatures, unless the gorgon wills them otherwise. The recipient of this attack must make a Fortitude save (DC is equal to the gorgon's HD) or take 1d4 points of strength damage initially and 1d6 points of strength damage in 1 minute.
A gorgon is immune to poison and acid effects by virtue of this ability.
Special Defenses:
Gorgons retain the base creature's special defenses and gain the following:
Frightful Presence (Ex):
The gorgon’s very presence is unsettling to foes. This ability automatically activates as part of an attack, charge, or any action a creature might take as hostile. Opponents within range of 30ft who witness the action may become frightened or shaken for a duration of 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the gorgon has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the gorgon’s HD + Cha modifier). On a failed save, the opponent is frightened, or panicked if it has 4 or less HD than the gorgon. An opponent that succeeds on the saving throw is shaken and immune to that same creature’s frightful presence for 24 hours. This is a mind-affecting fear effect.
This can be used as part of an intimidate check. Add the excess number the creature failed an intimidate check by and add it to frightful presence's DC, instead of the normal intimidate effect.
Special: If the base creature has Blinding Beauty, this effect replaces it and the gorgon can choose to have Frightful Presence automatically target any enemy and neutral creatures within 30ft. If they beat the check, they are only immune until they leave the 30ft area.
Special Attacks:
Gorgons retain the base creature's special attacks and gain the following:
Stone Eyes (Su):
The gorgon has the power to turn creatures to stone as a standard action gaze attack. Creatures get a reflex save (DC 10 + 1/2 the gorgon’s HD + Cha modifier) to look away, if they fail they take 1d4/2 gorgon's HD+Cha mod dexterity damage. If this would bring their dexterity to 0, the creature is petrified as the flesh to stone spell permanently. If creatures are surprised, dazed, or stunned they cannot look away appropriately. However, simply not knowing the gorgon is a gorgon has no effect on whether they know to look away or not, natural instincts spike them with fear and a sense of doom when they see the gorgon's eyes when they would use Stone eyes.
A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. A petrified character appears to be a normal statue of remarkable lifelike quality, but does not register to spells that detect life or death, such as death watch or detect living or detect dead.
Once per day, in a phenomenon known as a stone flair, when the gorgon would be killed by an attack, her serpentine Snake Eyes reveal themselves and react to the attacker as an immediate interrupting action, even if the gorgon herself is unaware of the attack so long as she'd normally be able to react.
If the creature is petrified, it's attack obviously fails. If they do not get petrified they complete the attack with the newly damaged dexterity. If the stone flair fails, the attack completes as normal.
In serpent form, this effect instead slays a creature on a failed save and deals it's dex damage on a succeeded save.
When you use this ability, it cannot be used again for 1d10 rounds.
Special Qualities:
Gorgons retain the base creature's special qualities and gain the following:
Alternate Forms (Ex):
The gorgon can alter it's forms. It's nymph like form is it's natural form, while it can assume three other forms:
Natural: The gorgon's natural body is nymph like and beautiful, their species has learned to stifle their abilities some what so others can see this beauty, a feature sorely missed by the original three. A base gorgon has a +4 charisma and a +2 dexterity. The Natural form's ability increases increase by +2 every four HD, if the Natural form's bonus would surpass that of a higher form they instead keep the bonus from Natural.
Subnatural: The gorgon's body remains nymph like, but scales rise and appear on the gorgon's skin concentrated around joints and their hair becomes a tangle of writhing snakes.
In this form the gorgon gains +2 strength, +4 dexterity, +2 Con. They also gain +4 to charisma checks related to intimidation and fear.
This form is still medium sized, but at 19 HD this form can be Large*.
Hybrid: The gorgon's legs mold into a long serpent tail, their scales become visibly apparent on their joints and in general thicker throughout, though it retains soft flesh around the belly, above the hips, throat, and face. Their hair is a mess of writhing snakes in this form as well, and their eyes always look snake like and piercing.
In this form the gorgon gains +4 strength, +4 dexterity, and +4 con. They also gain a +6 to charisma checks related to intimidation and fear. In this form the gorgon actually gains a swim speed equal to 1/2 it's land speed as it's tail undergoes a minor change in the water, developing fins similar to a mermaid's tail.
In this form it can wrap it's lower body around a subject to constrict dealing 1d4 bludgeoning damage every round it maintains a grappling pin, it's hair can automatically deal it's bite as normal as well.
In this form, the gorgon gains a tail attack dealing 1d6 damage.
This is still medium sized, but at 14 HD this form is large. At 19HD this form is Huge.
Serpent: The gorgon's body becomes wholly snake like, no nymph or humanlike features remaining. It's color and exact appearance vary from gorgon to gorgon, just like how no two humans look the same (or exactly the same at least).
In this form the gorgon gains +6 strength, +2 dexterity, and +6 con. It's scales are plate like and dense. They gain damage reduction equal to 1/2 their HD/adamantine.
These thick hard scales cover the gorgon, difficult to penetrate. When in serpent form the gorgon gains immunity to critical hits.
When submerged in water, the serpent's body undergo a minor shift as it sprouts several fins along it's body, gaining a swim speed equal to it's land speed +20ft.
In this form it can wrap it's body around a subject to constrict dealing 1d8 bludgeoning damage every round it maintains a grappling pin and can make a bite attack at no penalty.
In this form the gorgon retains the tail attack of the previous form and gains the Swallow Whole ability.
Their size is Large. At 14HD this form is Huge. At 19HD this form is Gargantuan.
*- if the base creature is something other than medium, simply increase it's size by one for wherever it mentions a new size.
Abilities: See alternate forms.
Skills: +4 Bluff, +4 gather information, +6 Disguise, +6 intimidate, +6 move silently, +8 spot, +8 Swim.
Environment: Varies, but never naturally too far from a major source of water. Some take to enjoying the comforts of civilization.
Organization: Usually singular, but may form families or groups of like-minded gorgons.
Treasure: Standard.
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Medusa-kin Gorgon
Descendant from Medusa, the youngest of the three gorgon sisters and by far the most mortal, Medusa-kin Gorgons or simply medusakin are weaker than other gorgons, at least as far as raw racial power is concerned.
Personality: Medusakin are often rash people, easily angered or upset, they seem to think the world is out to get them and that if anything goes wrong it's probably their fault. They are defined by generations of paranoia and secrecy, it's in their very bloods to resort to lies easier than truths. These gorgons strive to hide away from other races, though are drawn to civilization like a moth to flame. They are far from mean and monstrous as myths and legends make them out to be, they are in actuality remorseful and love to please. If one has not been discovered, they can often be found in positions that allow them to defend or protect, such as a guard or somewhere close to people of power who are likely to be targeted for assassins... which in turn seems to have given people the idea that Medusakin are bloodthirsty and cunningly ruthless in their methods and are always trying to creep into society and get close to rulers so they can satiate some nonexistent need for blood and violence.
They are, naturally after so many years of persecution, a naturally defensive and as stated paranoid race. When they are discovered their first instinct is to run or kill those who know less they be killed, because they will surely tell others or even try to kill her themselves. A cornered medusakin will feel it has no choice but to fight it's way out, which of course it does usually have to do less they be slain.
Physical Description: Medusakin appear as averaged sized humanoids or fey, with hair like any real "humanoid" would. More then some average humanoid however, they have a fey like quality and subtle grace to their features. Their bodies having not forgotten the same beauty of the original sisters. They are beautiful, often more so than elves, yet have a human quality to them making the medusakin easier to identify with or to blend in with human races, while not being too different from elves.
There are differences however, the roof of a medusakin's mouth has subtle bulges leading to miniscule easy to miss holes that stretch easily open or closed with the same muscles that allow a medusakin to extend a pair of sharp hollow fangs.
They always have defined and almost cat-like eyes, slightly angled giving them a seductive edge that can be found appealing to most humans.
Their ears are pointed as an elf or nymph's. They do not have snake-hair or scales like a normal gorgon does.
Relations: Medusakin on an individual basis try to keep upstanding relations with all races, if they are liked they're less likely to have curious eyes prying into their life. Meanwhile once discovered they rarely stick around to see how they'd react. Medusakin are rarely distinguished from normal gorgons despite being more humanlike, many or most races view them as monsters capable of turning them to stone, and as part of their curse it's difficult to see past that as normal minds get directed immediately to the conclusion: Snake lady! Stone! Kill it! That is of course after it is discovered.
Alignment: Medusakin can be of any alignment.
Lands: Medusakin have little lands of their own, though they can be found with any other gorgon society or organization. When Medusakin civilizations do manage to crop up and sustain themselves, it is usually done on islands away from most other races.
Religion: Medusakin make it a point to avoid religion, the deities are the ones that cursed the original sisters in stupid spite without thinking, Poseidon who raped the sisters, and Athena who cursed the sisters for nothing of their own intent. There is no gorgon deity, though all gorgons praise and think highly of "The original sisters", which can be considered a religion though it has no doctrine besides a general consensus that the gods and goddesses are pricks.
Language: Medusakin speak common and are perfectly capable of learning other languages. Medusakin are also capable of speaking with snakes in a serpent tongue other medusakin can understand.
Adventures: Medusakin are as stated drawn by an indescribable longing to belong. They do what they can to fit into a civilization and share a sense of protectiveness and have a desire to serve and protect. This leads them to adventure for a variety of reasons; to protect people of all walks of life, to explore and witness new cultures, or to simply avoid lingering in one place for too long.
Medusa-kin Gorgon
Humanoid
+2 Cha
(Or: +2 Dex, +4 Cha, -2 Int)
30ft speed
Medium Size: Medusakin don't have benefits or penalties due to size.
Snake Bite (Ex): Medusakin have a pair of retractable fangs. They deal 1d4 damage. Once per encounter they can deliver a DC 10+Con mod+1/2HD poison attack dealing 1d4 strength damage and 2d6 strength damage one minute later.
Stone Eye (Su): Medusakin can make a gaze attack as a standard action. On a reflex save DC 10+Cha mod+1/2HD, the target creature takes 1d6 Dex damage as it's body hardens and turns stone-like. If a creature would be reduced to 0 dexterity, they are petrified permanently as the flesh to stone spell. On a successful save there is no effect. When you use this ability, it cannot be used again for 1d10 rounds.
Skill Bonuses: The medusakin have a +2 to Disguise.
Automatic Languages: Common
Bonus Languages: Aquan, Elven, Sylvan
Favored Class: Bard or Sorcerer
Medusakin Aging:
Medusakin Random Starting Ages
{table=head]Start|Simple|Moderate|Complex
15 |+12d6|+12d8|+12d12[/table]
Medusakin Aging Effects:
{table=head]Middle Age|Old Age|Venerable|Maximum Age
75 | 120 years| 150 years|+10d6 years[/table]
Medusakin random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
Female|4’8”|+2d6| 90 lb.|+ (1d6 * 1d10) lb.[/table]
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(Medusa-kin) Gorgon Paragon
Some Medusakin aren't nearly so distant from their gorgon cousins, and can tap into their racial abilities and expand on them.
{table=head]Level | BaB | Fort | Reflex | Will | Special Abilities
1st | +1 | +2 | +2 | +0 | Snake Hair, Intimidate boost
2nd | +2 | +3 | +3 | +0 | Improved Bite
3rd | +3 | +3 | +3 | +1 | Ability Boost (Cha +2), Scales
[/table]
Abilities
Gorgon paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Charisma increases the gorgon's stone eye ability, while constitution increases their poisoning ability. Wisdom helps in detecting a potential foe before the foe detects the gorgon in turn.
Alignment
Any.
Hit Die
d6.
Class Skills
The gorgon paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are class features of the gorgon paragon class.
Weapon and Armor Proficiency
Gorgon paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.
Snake Hair (Su/Ex): The medusakin can, as a swift action, supernaturally cause her hair to be replaced by living breathing snakes. Once transformed they remain as an extraordinary ability, thus can enter effects such as antimagic and cannot be dispelled.
These snakes can deliver a bite attack whenever you do, dealing 1 point of piercing damage. Whenever they bite at the same time as you, their own minor poison lessens the creature's immune system, increasing the DC for the gorgon's poison by 1d8 (signifying the number of bites received, however no matter the result they still only deal 1 damage in total).
They can automatically bite any creature you grapple with unless you will them otherwise.
Dismissing the snake hair is a supernatural free action.
Intimidate boost (Ex): Whenever snake hair is active, the gorgon gains a boost to it's intimidate checks equal to 1/2 it's HD as the many snakes leer and hiss at the foe.
Improved Bite (Ex): The gorgon's bite increases in effectiveness. The poison increases to 1d6 strength damage poison DC=10+1/2Gorgon HD+Gorgon Con modifier, dealing 2d6 strength damage in one minute. A gorgon can force this poison to drip without biting to apply it to a weapon.
In addition, when snake hair is active you deal an additional 1d4 acid damage with a bite attack, and the snake hair's 1 damage bite attack deals 1 extra point of acid damage.
Ability Boost (Ex): The gorgon's presence increases with a predatory grace that can be taken as seductive or intimidating. At 3rd level, a gorgon paragon's Charisma score increases by 2 points.
Scales (Ex): The gorgon paragon can manifest more snake like traits when it activates it's snake hair. When snake hair is active, the gorgon paragon also gains glistening scales that give it natural armor equal to 1/2 it's HD. They can also make an intimidate check as part of their Stone Eyes ability, spiking the uncanny fear present in it's eyes at the moment of contact intimidating the creature in question if it survives or manages to avoid the attack.
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Gorgon-born
The gorgon-born bloodline. People who may seem like members of ordinary races, yet within them courses the blood of Stheno, the middle of the three Original Sisters. This blood boosts their power and gives them traits of the bloodline's namesake, the gorgons.
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Disguise +2
2 | | Disguise +2 | Snake Bite
3 | | | Cha +1
4 | Disguise +2 | Snake Bite | Stone Eye
5 | | | Snake Affinity +2
6 | | Cha +1 | Serpent Hair
7 | | | Intimidate +2
8 | Snake Bite | Stone Eye | Poisoned Bite
9 | | | Con +1
10 | | Snake Affinity +2 | Snake Affinity +4
11 | | | Scales
12 | Cha +1 | Serpent Hair | Intimidating Gaze
13 | | | Move Silently +2
14 | | Intimidate +2 | Hybrid Form
15 | | | Dex +1
16 | Stone Eye | Poisoned Bite | Frightful Presence
17 | | | Snake Affinity +6
18 | | Con +1 | Potent Gaze
19 | | | Hide +2
20 | Snake Affinity +2 | Snake Affinity +4 | Great Serpent
[/table]
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Snake Affinity (Ex): The gorgon gains a bonus to interactions with snakes or snake like creatures and beings. They can communicate with snakes as per the speak with animals spell.
Snake Bite (Ex): The gorgon gains a bite attack dealing 1d4 damage if medium sized, 1d6 for large, 1d3 for small.
Stone Eye (Su): The gorgon gains a gaze attack. As a standard action the gorgon can meet the eyes of another creature. The creature gets a reflex save DC 10 + 1/2 HD + cha mod to look away in time before the gaze takes effect. If they fail, they take 1d4 dexterity damage. If their dexterity would be reduced to 0, they become petrified permanently as the flesh to stone spell. When you use this ability, it cannot be used again for 1d10 rounds.
Serpent Hair (Su/Ex): The gorgon can convert it's hair, or grow, a mess of writhing snakes atop it's head. Doing so is a swift action as a supernatural ability, while they remain as an extraordinary ability and are not effected by antimagic, dismissing them is a free action that is also supernatural.
These snakes bite whenever you do and automatically bite at anyone you're in a grapple with unless you will them otherwise. The snakes deal 1 point of damage, and if used with your own bite increase the DC to resist your poison attack, if any, by 1d6 damage.
Poisoned Bite (Ex): The gorgon now has a poison attack. It injects poison into a creature with every bite attack. Poison deals 1d6 strength damage initially on a failed fort save DC 10+1/2 HD+Con mod. It deals 2d6 str damage one minute later.
Scales (Ex): Whenever the gorgon manifests it's snake-hair it grows matching scales, granting it natural armor equal to 1/2 it's HD.
Intimidating Gaze (Su): The gorgon can make an intimidate check as part of it's stone eye ability.
Hybrid Form (Ex): When manifesting snake hair, the gorgon can instead go through a more complete transformation as a move action instead.
This hybrid form has the lower body of a great snake, more scales concentrated around it's joints and a mass of snakes for hair. Their eyes are fierce and snake like.
In this form it's natural armor bonus increases by 1/2, it gains 1/2 it's HD as a bonus to intimidate checks and gains +2 strength, dexterity, and constitution in this form. It gains a swim speed equal to 1/2 it's land speed as it grows find along it's snake portion of it's body similarly to a mermaid.
Frightful Presence (Su): The gorgon’s very presence is unsettling to foes. This ability automatically activates as part of an attack, charge, or any action a creature might take as hostile. Opponents within range of 30ft who witness the action may become frightened or shaken for a duration of 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the gorgon has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the gorgon’s HD + Cha modifier). On a failed save, the opponent is frightened, or panicked if it has 4 or less HD than the gorgon. An opponent that succeeds on the saving throw is shaken and immune to that same creature’s frightful presence for 24 hours. This is a mind-affecting fear effect.
Potent Gaze (Su): The gorgon's stone eye ability deals 1d4 dexterity damage for every two HD instead of a flat 1d4.
Great Serpent (Ex) When the gorgon manifests it's snake hair, it can again choose to instead manifest a more complete form. As a standard action the gorgon can assume the form of a great snake that is one size larger than the gorgon's base form.
In this form it gains +4 strength, +4 Dex, and +4 Con. It's natural armor is equal to it's full HD. It gains 1/2 it's HD as a bonus to intimidate checks.
It gains a swim speed equal to it's base land speed +20ft when submerged in water as it grows fins along it's body.