|Large Outsider (Earth, Extraplanar)|
|Hit Dice:||10d8+90 (135 hp)|
|Initiative:||+9 (+5 Dex, +4 Improved Initiative)|
|AC:||24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19|
|Base Attack/Grapple: ||+10/+22|
|Attack:||Claw +17 melee (2d6+8); or tail slam +15 melee (1d8+4 plus poison)|
|Full Attack:||2 claws +17 melee (2d6+8) and tail slam +15 melee (1d8+4 plus poison)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Ram, fearful presence, poison|
|Special Qualities:||DR 10/cold iron, tremorsense 120 ft., scent, resistance to cold and electricity 20, immunities|
|Saves:||Fort 16, Ref 12, Will 9|
|Abilities:||Str 26, Dex 20, Con 29, Int 3, Wis 14, Cha 12|
|Skills:||Balance +18, Intimidate +14, Jump +21, Listen +15, Search+9, Spot +15|
|Feats:||Improved Initiative, Large and In Charge, Power Attack, Stunning Fist|
|Organization:||Pack (4-8) or Solitary|
|Challenge Rating: ||10|
|Alignment:||Always Chaotic Evil|
|Advancement:||11-30 HD (Large)|
- "The Elders saw their chosen people to be strong and untested and so they brought forth from the forge a hammer with
which to shape them and challenge their steel." - The Elder Scrolls, Unsumael, "The Trials"
The Sand Gorgon is a frightful demon, brought into creation to hunt in the deserts of the
Prime Material. The creature stands tall, nearly 12 feet, and towers with its hunched, hulking bulk over all men that stand
against it. Its skin is ebony black and stretched tightly over its think musculature. Its arms are thick like trees, ending in
massive, tortured fists that rarely unclench. Most terrible of all is that the Sand Gorgon has no head. At the top of its
shoulders its height ends abruptly, exposing a tough black, boned carapace that grows like a carpet from its back and
thickens over its shoulders. Emerging from the back of its boned, ridged back is a long black serpents tail whose end is
lined with sharp blades of bone protuberances. Somewhere underneath the creatures carapace are two vertical slits in its
back from which the creature breaths and can emit its terrible screeching bellow of fury. Its legs are tough, also like trees
in their muscled girth, ending in large webbed and clawed feet which allow it to traverse the desert sands very quickly.
- A Sand Gorgon charges into combat without hesitation, trying to ram its opponent. Like an angered bull, Sand Gorgons will
charge anything that attracts their attention. However, unlike am angered bull, a Sand Gorgon never calms down. It is stuck
in an endless, near-mindless rage. Sand Gorgons primarily use their fists in combat, using their tails only against opponents
that try to flank it.
Ram (Ex): To make this attack the Sand Gorgon must run at least 20 ft., in a
straight line, at its intended target. Targets that opt to not take an attack of opportunity can make a Reflex save (DC 23)
to dodge the ramming attack. Targets struck suffer 4d6+16 point of damage, are knocked prone, and must make a Will
save (DC 23) or be stunned for 1d4 rounds. Using this attack is a full round action for the Sand Gorgon. Sand Gorgons
have been known to use this ramming attack on building structures as well.
Fearful Presence (Ex): Sand Gorgons may cause fear in creatures with fewer
Hit Dice than itself by emitting a frightening screech or by ramming. Creatures with within 30 ft. of the Sand Gorgon
must make Will saves (DC 16) or be shaken for 5d6 rounds (see DMG pg. 301). This is a mind-affecting fear effect.
Poison (Su): The tail of a Sand Gorgon exudes a dangerous and supernatural
poison that turns flesh to stone. Targets struck must make a Fortitude save (DC 23) or be rapidly turned to stone by the
end of the combat round. Treat creatures in transition as exhausted - allowed to move at only half speed and suffering a
-6 penalty to strength and dexterity ability scores. Targets which succeeded saving are still poisoned and must make a
Fortitude saving throw (DC 15 +1 per failed save) once per hour or suffer a -1 reduction in strength and dexterity. Once
both strength and dexterity ability scores have reached 0 the afflicted has turned completely to stone. A target that
succeeds three consecutive saving throws has fought off the poison.
Poisoned targets that receive a spellcasting of stone to flesh regain lost ability scores
and are returned to flesh. However, if a neutralize poison spell was not cast upon the target first, than the target
continues to suffer from the poison, though they are allowed new Fortitude save to determine the severity of the poison.
Sand Gorgons have the tendency to destroy any statues that they create.
Tremorsense: Sand Gorgons can detect and pinpoint the presence of any
creature within 160 ft. that is in contact with the ground. They also are able to accurately detect by scent the presence
of creatures within 30 ft.
Immunities: Immunity to Heat/Fire, attacks of a gaseous nature, mind-affecting
attacks (charms, compulsions, phantasms, patterns, and morale effects). Sand Gorgons are blind and thus are immune to
gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Sand Gorgons are immune to bludgeoning
damage, poison, sleep effects, paralysis, and stunning.
Resistances: Sand Gorgons possess cold and electrical damage resistance 20.
- The only beast that a Sand Gorgon will not battle to the death is another Sand Gorgon. Of course this does little to stop
the quick and dangerous fights which frequently arise when more than one Sand Gorgon is gathered together, but they
do not intentionally kill each other. Sand Gorgons prefer hot, arid, and sandy environs.
- Despite the creatures "breathing" slits which are hidden and protected by the boned carapace of its back, the Sand Gorgon
does not need sustenance of any kind. Sand Gorgons are not a natural creatures and it is unknown exactly how they were
brought into existance. The Haruninki claim that it was the divine will of their Elder Gods who created the beasts to challenge
There is little reasoning with a Sand Gorgon. It seems to exist to only destroy other things.
One will spend endless hours throwing itself against a building, methodically destroying it to the foundation with one
ramming attack after another.
- Sand Gorgons probably would have migrated into the Desert of the Sinnd, where it rains fire, had not Kirrinda Loche-dar of
the Sultan - the ancient race which became the Haruninki - imprisoned the Sand Gorgons in a whirlwind in the Golden
Desert from which the Gorgons could find no way out. In modern times the Sand Gorgon is only seen when the Haruninki
execute their criminals at the walls of Bithralania. Only by the utterance of one of the demons names can they gain the
power to escape the Whirlwind where they are forever imprisoned by Loch-dar's magicks.
In the Homeland of the Haruninki, Criminals are lowered over the walls of the city,
Bithralania, where they are magically forced to speak the name of a Sand Gorgon. Once spoken, the name frees the
Sand Gorgon from its imprisonment in the Maelstrom and it races to attack the criminal. This tradition has persisted
since the days of Kirrinda Loche-dar. In his days, towards the end of the Sultan society (before The Breaking of the Sultan) the power of the criminals blood
being spilt, and that of other unfortunates caught up in the slaughter, was harvested by blood mages and used to fuel
incredible magicks, such as the whirlwind which imprisons the Sand Gorgons in the Golden Desert. Some Haruninkian
legends state that the Elders (their gods) placed the Sand Gorgons amongst them as a challenge to be overcome. When
the Sultan used blood magic to win over the Sand Gorgons the Elders saw this as cheating at the expense of thousands of
Sultan lives, and thus punished the Sultan by breaking them in two. What actually happened is not too different from legend.