Also known as: Stone-Eye, The Petrifier, Medusan, Temple Sentinel, Marble Mother
Encounter Anecdote
The statues along the road weren’t carved—they were caught. A shepherd mid-step. A dog frozen mid-bark. Even a bird fused to the ground like it had fallen out of the sky. Then we heard a voice from the ruins ahead, low and tired, asking if we’d come to stare too.
Taxonomies
Threat Level: High
Biome: Ruins, Rocky Hills, Coastal Cliffs, Ancient Temples, Labyrinthine Caves
Intelligence Level: Intelligent
Power Category: Supernatural
Origin: Cursed/Mythic Being
Physical Form: Humanoid (Serpentine Traits)
Behavioral Disposition: Territorial, Bitter, Predatory but Calculating
Environmental Interaction: Petrification, Lair Sculpting (statue fields), Ambush from Cover
Social Structure: Solitary
Narrative Role: Boss Monster, Guardian, Tragic Villain, Environmental Puzzle
Physical Description
A Gorgon resembles a gaunt, sharp-featured woman with bronze or stone-toned skin and eyes that gleam like polished obsidian. Instead of hair, living serpents coil and hiss, their scales catching the light like wet glass. Her fingers end in dark claws, and her presence carries the faint scent of dust and old stone. Around her lair stand dozens—sometimes hundreds—of statues: victims frozen in their final motion, expressions trapped between terror and disbelief.
Overview
Born of ancient curses and divine spite, the Gorgon is one of the most infamous figures of Greco-Roman myth—a creature whose gaze transforms flesh into stone. Some tales paint them as monsters; others as punished women or unwilling guardians. In play, a Gorgon combines lethal direct threat with environmental storytelling: every statue is a warning, a clue, or a potential obstacle.
Unlike mindless horrors, Gorgons are cunning. They use reflections, darkness, elevation, and terrain to isolate prey, forcing opponents into positions where a single glance ends the fight. They often speak, bargain, or mock intruders, buying time for fear to do half their work. In non-supernatural settings, petrification may be reinterpreted as extreme calcification, nanotech crystallization, or exotic radiation effects.
Encounter Frequency and Usage
Rare.
A Gorgon is a centerpiece encounter—an ancient curse, a temple guardian, or a creature displaced into a modern ruin through dimensional instability. Use the surrounding statues as puzzles, cover, or tragic set dressing. In Altered Dimensions, Compendium Agents may be tasked with extracting a displaced Gorgon without triggering mass casualties—or discovering that she doesn’t want to be hunted at all.
OpenD6 Stat Block
Attributes:
Strength: 4D
Dexterity: 3D
Intelligence: 3D
Perception: 4D
Wits: 3D
Presence: 3D
Skills:
Brawling 5D
Intimidation 5D
Stealth 4D
Tactics 4D
Special Abilities:
Petrifying Gaze: Opposed Perception or Wits; failure turns target to stone (immobilized, effectively incapacitated). Partial success slows movement severely for 1–3 rounds.
Serpent Hair: Counts as an additional close attack (1D damage) and grants +1D to detect threats within arm’s reach.
Stone Resilience: +1D to resist physical damage.
Territorial Hunter: +1D to Stealth and Perception within her lair.
Reflection Vulnerability: Mirrors or reflective surfaces impose −1D to her gaze attempts.
Typical Gear: None (natural weapons)
Basic Fantasy Stat Block
Armor Class: 16 (natural hide)
Hit Dice: 8 (36 hp average)
Move: 30 ft.
Attacks: Claws (1d8) or serpent hair (1d6)
Special: Petrifying gaze (save vs. petrification or turn to stone); half damage from non-magical missiles; surprise on 1–3 in rocky/ruin terrain
Morale: 10
Alignment: Chaotic or Neutral
XP Value: 800
Design Note:
The Gorgon occupies the “solitary supernatural apex predator” niche—an intelligent, mythic threat that reshapes the battlefield itself. She’s perfect as a boss encounter where positioning and planning matter more than brute force.*

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