Gorgon
Gorgons are not a race native to the world, having originally been brought to Tarana from worlds unknown by the Omniversal Nexus. They have however, found an ecological niche in the continent of Hesios.
Ravnica Races Expanded I
Gorgon
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Gorgons can live considerably longer than many other races, some being known to live several centuries or longer.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. Gorgons are one of the species most commonly found in the undercity, and have eyesight developed for the underground conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Claws. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. Petrifying Gaze. As an action, you may attempt to turn a creature to stone. One creature within 60 feet of you which can see your eyes, and currently has fewer hit points than your level multiplied by 12, must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failed save or ending the effect on a successful one. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Once you use this trait, you can't use it again until you finish a long rest.
Darkvision. Gorgons are one of the species most commonly found in the undercity, and have eyesight developed for the underground conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Claws. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. Petrifying Gaze. As an action, you may attempt to turn a creature to stone. One creature within 60 feet of you which can see your eyes, and currently has fewer hit points than your level multiplied by 12, must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failed save or ending the effect on a successful one. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Once you use this trait, you can't use it again until you finish a long rest.
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