The humanoid creature before you appears to be part snake. Its head flares like a cobra while at the same time it hisses through fangs and rattles an unseen tail.

Gorgoni CR 3

XP 800
N Medium outsider (native)
Init +6; Senses darkvision 60 ft., scent; Perception +10


AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +5


Speed 30 ft.
Melee scimitar +5 (1d6+1/18-20), bite +0 (1d4 plus poison)
Ranged shortbow +6 (1d6)
Special Attacks bardic performance 11 rounds/day (standard action, countersong, distraction, fascinate, inspire competence +2, inspire courage), poison

Spell-Like Abilities (CL 4th)

3/daybeast shape I (snake only)

1/dayghost sound, ventriloquism (DC 12)


Str 12, Dex 15, Con 14, Int 14, Wis 12, Cha 13
Base Atk +4; CMB +5; CMD 17
Feats Alertness, Improved Initiative
Skills Acrobatics +9, Climb +8, Craft (instrument) +9, Knowledge (Geography) +17, Knowledge (all others) +10, Perception +10, Perform (stringed) +8, Sense Motive +10, Stealth +9; Racial Modifier +8 to Knowledge
Languages Common, Gorgoni
SQ racial memory


Poison (Ex)

Bite – injury; save Fort DC 14; frequency 1/ round for 4 rounds; effect 1d2 Dex; cure 1 save.

Racial Memory (Ex)

The gorgoni can access their race’s collective unconsciousness, allowing them to draw on knowledge they would not otherwise possess as individuals. A gorgoni receives a +8 racial bonus to Knowledge skill checks and can make Knowledge checks untrained.


Environment warm deserts
Organization solitary, pair, or clutch (4-10)
Treasure standard

Reptilian humanoids thought to descend from the unnatural pairing of humans and a snake god, gorgoni have moved from singular freaks to a legitimate race. The first such creatures may have existed as solitary monstrosities but now the gorgoni form tribes, take mates, and raise young as any other group of humanoids. Their mixed ancestry of different snake gods now means a gorgoni possesses characteristics of cobras, rattlesnakes and vipers.

The gorgoni also possess a subconscious connection to their progenitors. They are born able to draw on the collective memories of their parents and planar ancestors. As such they are more knowledgeable about the world, secret histories and legends than their limited tribal existence suggests. Other creatures often consult the gorgoni on such matters. Though often neutral or benevolent in outlook, the gorgoni possess a mischievous side, perhaps another holdover from their serpent ancestry. They enjoy tricks and deception, and often demand some minor but annoying task from those seeking advice. They also enjoy using ghost sound and ventriloquism to play tricks on creatures. The gorgoni often disguise themselves as a snake to move unopposed into the midst of their prey.

In combat, gorgoni cooperate to aid each other. One usually boosts his or her allies with bardic music or distracting noises while the others attack, often assuming the form of a Medium viper for melee combat.

Gorgoni society is neither matriarchal nor patriarchal. They choose leaders based on ability and competence. Occasionally, a gorgoni manifests a strong concentration of outsider heritage, presenting characteristics closer to their original parentage. These gorgoni inherit the celestial or fiendish template, and often grow up to become their tribe’s leader.

A gorgoni does not advance in Hit Dice unless it possesses class levels. Wizard gorgoni are rare. Most gorgoni are bards, druids, rangers and rogues.

Though reptilian gorgoni bear live young. Coloration ranges from ebony to light green, but all gorgoni have blue eyes.

Gorgoni speak common and their own language of rattles made using their tails.

Section 15: Copyright Notice

Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

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