
Fantasy
Marhold the village of adventurers
Author's Note: Nestled on the frontier between civilization and untamed wilderness, Marhold is a haven for adventurers eager to prove their mettle. It stands where the road splits between the Everdepth Dungeon, the looming Mistfen Marsh, and the shadowy Gloomsprine Forest. The village carries an air of rugged determination, where laughter, tales of daring exploits, and the clash of weapons in training rings are ever-present.
Played | 6 times |
Cloned | 0 times |
Created | 96 days ago |
Last Updated | 4 days ago |
Visibility | Public |

HP Range60 - 168 (Avg: 114)
AC19
XP1800
Details
Size | Large |
Type | Monstrosity |
CR | 5 |
XP | 1800 |
Languages | None |
Defenses
Armor Class | 19 |
HP Range | 60 - 168 (Avg: 114) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities |
Actions
Gore
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath
The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.