Reign of Winter
This bull-like creature seems to be made of interlocking metallic plates. Faint plumes of green smoke puff from its nostrils and mouth.
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
AC 20, touch 9, flat-footed 20 ( +11 natural, –1 size)
hp 100 (8d10 +56)
Fort +13, Ref +6, Will +7
Speed 30 ft.
Melee gore +14 (2d8 +7), 2 hooves +9 (1d6 +3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude [DC 21] negates), trample (2d8 +10, [DC 21])
Str 24, Dex 10 Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16 ; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17
Breath Weapon (Su)
A gorgon can use its breath weapon once every 1d4 +1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon’s breath weapon a second time while petrified. A creature exposed to the gorgon’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier.
Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.