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The Monsters Know What They’re Doing

Gorgon Tactics

The gorgon is an underutilized monster, ideal for challenging intermediate-level parties. It thematically aligns with golems and other constructs but is classified as a monstrosity. According to the Monster Manual’s flavor text, it appears to be an evolved creature with a strong survival instinct similar to any other monstrous beast.

Characteristics

Gorgons are characterized by high Strength and Constitution, coupled with animal-level low Intelligence, making them indiscriminate brutes. Their keen senses (Perception +4) make it difficult to avoid detection. Gorgons feed by petrifying their prey and smashing it into consumable gravel. They are apex predators and will persistently pursue their prey unless significantly harmed.

Combat Strategy

A gorgon typically initiates combat when its target is 30 to 40 feet away. At this distance, it charges (movement) and performs a Gore Attack (action), leveraging its Trampling Charge feature to knock the target prone. If successful, the gorgon can attack with its hooves as a bonus action.

While its Petrifying Breath is potent, the gorgon primarily uses Trampling Charge to start combat. The breath weapon is employed to prevent prey from escaping. According to the rules, the gorgon can continue to gore and trample a prone victim. It will maintain this attack pattern unless the target stands up or if three or more enemies engage it, at which point it will use Petrifying Breath. If some targets are petrified and others are not, the gorgon will prioritize attacking those still mobile.

Tactical Maneuvers

The minimum distance for a Trampling Charge is 20 feet, and the gorgon’s movement is 40 feet. This allows the gorgon to run 20 feet away from its prey and charge back in a single turn, potentially incurring opportunity attacks, which it generally disregards due to its brute nature. Additionally, a restrained target has disadvantage on its attacks, further aiding the gorgon.

If an opponent knocked prone by the gorgon stands up, the gorgon will first use its Petrifying Breath and then retreat 20 feet before charging again to attempt another knockdown. The restrained condition does not impact the Strength saving throw needed to avoid being knocked prone.

Retreat Conditions

A gorgon will retreat if seriously injured (reduced to 45 hp or fewer). Before retreating, it will use its Petrifying Breath, if available, then back away at full speed, ignoring opportunity attacks, and Ready a Gore Attack against any creature that approaches.

Clarification and Suggested Adjustments

A reader pointed out a crucial rule: since the gorgon’s Petrifying Breath is an action, it cannot also perform a Gore Attack in the same turn. Therefore, a revised strategy would involve the gorgon using its Petrifying Breath and then moving its full speed away. On the subsequent turn, it can charge back to attack, potentially moving further away first if pursued by PCs. This delay allows targets who fail both saving throws to become fully petrified, while those who succeed remain vulnerable to future breath attacks if the ability recharges.

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