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Large monstrosity, neutral

Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., fly 50 ft.

19 (+4) 13 (+1) 19 (+4) 4 (–3) 13 (+1) 10 (+0)

Saving Throws Dexterity +6, Constitution +9
Skills Perception +11
Senses darkvision 60 ft., passive Perception 21
Languages Draconic
Challenge 13 (10,000 XP)

Special Traits

    • Dragon Head. Roll a d10 and refer to the table below for the color of the gorgimera’s dragon head.
d10 Head Color Breath Weapon
1–2 Black 40-foot long, 5-foot wide line of acid
3–4 Blue 40-foot long, 5-foot wide line of lightning
5–6 Green 20-foot cone of poisonous gas
7–8 Red 20-foot cone of fire
9–10 White 20-foot cone of cold
  • Flyby. The gorgimera doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Keen Smell. The gorgimera has advantage on Wisdom (Perception) checks that rely on smell.
  • Charge. If the gorgimera moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.


  • Multiattack. The gorgimera makes two Claws, two Bites and one Gore attack. It can use its two breath weapons in place of the bite attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Dragon Breath (recharge 5–6). The dragon head exhales its breath based on the results from the table above. Each creature in the area affected must make a DC 18 Dexterity saving throw, taking 31 (7d8) damage on a failed save, of half as much on a successful one. Damage type determined by the table above.
  • Gorgon Breath. (recharge 5–6). The gorgon head exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene