Several years ago I wrote a post with variant versions of the classic gorgon. As noted in that post, we’re talking gorgons as in "people who have serpentine features and can turn things to stone by looking at them," not gorgons as in "big metal bulls that fart petrifying gas."
Calling gorgons “medusas” is like if aliens made first contact with a human named Glen, then insisted on calling all other humans “glens.”
Although... now the idea of aliens who call humans "glens" is growing on me.
Anyway, gorgon variants. Here we go.
The Deep Time Enthusiast
Medusa was not a vain fool. She was not jealous of her immortal sisters because they would be forever young and beautiful. She was jealous of them because they would live long enough to see the world transformed in ways that even the gods couldn’t predict. Medusa was a deep time enthusiast, and immortality was a path to seeing the future.
Immortality allowed Medusa to study changes in the world, from the rise and fall of kingdoms to the evolution of species to the geologic development of the world itself. The petrifying gaze, nominally a “curse” associated with the condition, also proved useful in her studies. Petrifying a living thing ensured a level of preservation that archeologists can only dream of.
Building wealth is trivially easy for the immortal, who can rely on compounding passive gains over long periods. Medusa invested her wealth broadly, and used the proceeds to build the world’s greatest museum and biological storehouse. Because petrification can be (relatively) easily reversed, it is an ideal way of preserving organic life.
Random table: What long-gone creatures has Medusa stored in stone in her archive of deep time?
- Ravenous meglopedes. Nearly wiped out by humans because of their ruinous consumption of crops. A petrified weapon of mass destruction that fits in your hand.
- Party of neanderthal adventurers. Recognizably a fighter, wizard, cleric, and thief, but with exaggerated caveman aesthetics.
- Polonium elemental. Inert in stone form, but highly radioactive if de-petrified.
- Corewurm. Massive interstellar wurm that seeks volcanically active planets, burrows to their core, and consumes them, destroying the planet in the process. Sticky note reading “do NOT reanimate” attached to its stone snout.
- Genesis Seed. A single seed, turned to stone. If revitalized and planted, it will produce a rampant explosion of new life, evolving at a greatly intensified speed; and likely displacing existing life.
- Doppleooze. Protoplasmic ooze that takes on the form of what it touches. Petrified before its kind drove themselves to extinction via excessively successful doppling. If de-stoned, will turn into the first living thing it can touch.
Credit to Epochrypha by Skerples for inspiration.
The Graft Surgeon
There are various options available to adventurers who have lost limbs, ranging from simple prosthetics up through the powerful Regenerate spell. Somewhere in between those extremes is the exotic procedure known as petrigrafting.
The gorgon known as the graft surgeon practices a craft somewhere between doctor and sculptor (the distinction is… not fixed among gorgonkind). After carefully examining a patient who has lost a limb and taking various measurements, they will search through their storehouse of statuary, looking for a limb that is as close as possible to the missing one. They’ll then petrify the (willing) patient.
The next step is most critical. They must carefully chisel both the patient’s stump and the donor limb so they fit together as exactly as possible. The stump and then limb must then be bonded with adhesive made entirely from organic components. The closer the ingredients are to human physiology, the better.
Finally, the surgeon applies restorative magic to reverse the petrification. As with any graft, there is no guarantee that the body will accept the new addition. Sometimes, the graft fails, and the surgeon will need to re-petrfiy and remove the failed graft.
But in many cases, the process is a success, and the patient walks out of the operating theater with a newly functional limb. The arm is always conspicuously different; the surgeon cares little for aesthetics, and skin color, musculature, and even biological origin may vary.
The surgeon is always seeking donations for their statuary collection. A common way of defraying the surgeon's bill is for a patient to agree to donate their body after death, so that their limbs may one day be donated to others. For patients fortunate enough to die of natural causes, the graft surgeon is often the last to visit them at their bedside, to call in that debt from years before.
Random table: What ingredient does the surgeon need you to find in order to create a stone-to-flesh graft adhesive?
- Basilisk tears.
- The heart of a galeb-duhr.
- Saliva from a mimic that has feasted on human flesh.
- A branch from a tree in a petrified forest.
- A flagstone from the hall of the king of Urgos, located deep within the elemental plane of earth.
- A fang from the snake-hair of a gorgon (no, the surgeon is not interested in donating one of his).
The Stonework Stablemaster
Nomenclature mixups aside, gorgons (the petrifying people) are sometimes found in the company of “gorgons” (the metal bulls). The bull-like creature that many humans call a “gorgon” is actually a close cousin of the catoblepas; a more correct taxonomic name would be petroblepas. Both the former’s stench and the latter’s petrifying gas comes from their specialized stomachs; like cows, they are ruminants.
In isolated areas, gorgons are known to raise basilisks and petroblepases. While gorgons are not immune to their petrifaction, they do understand its dangers better than most creatures, and have some inherent resistance to it.
Gorgon stablemasters can provide a stable supply of food in the form of petrified stone, which allows them to domesticate both of these petrified flesh-eating creatures. Basilisks are useful because gorgons know how to use the oil from their digestive system to create the alchemical combination that cures petrification, which is very helpful for any gorgon that wishes to maintain peaceful relations with their neighbors.
Random table: What useful things are available for sale or trade at the gorgon’s farm?
- Cockatrice egg-grenade. Reproduces the effect of the cockatrice’s bite, in grenade form. Fragile.
- Cockatrice-feather cloak. AC as scale, at half the weight. Stylish.
- Basilisk oil. A single vial can restore one petrified creature.
- Basilisk kidney. Filters out trace rare metals in stone that the basilisk can’t digest. Highly sought after by alchemists.
- Basilisk cornea. Expertly removed intact and preserved in oil. Can be placed over the wearer’s eye like a contact lens. Allows a one-time use of the basilisk's petrification gaze.
- Petroblepas oil. The oil that naturally lubricates their armored plating. Functions as oil of slipperiness. Can also be used to restore even seriously rusted metal.
- Petroblepas haggis. Pudding made from the organs. Eating it causes petrification, but only gradually over a period of about 48 hours, as most creatures can only digest it very slowly.
- Petroblepas armor. AC as full plate, but half again heavier. Advantage on saves versus petrification.
The Surveillance Assassin
The idea of meeting a gorgon’s gaze is terrifying, but most people can take comfort in the knowledge that gorgons usually dwell in remote ruins and dungeons. Surely, here in the world’s greatest city, there is no reason to fear that a gorgon's glance could turn one into stone.
Don’t be so sure. With the proper application of spells like Scrying and Project Image, a gorgon with magical powers can instantiate its petrifying visage far from its own lair. This method of remote petrification is particularly useful for targeting wizards, as their crystal balls and scrying pools can be magically hacked by the gorgon.
Adventure hook: Just one more thing… The PCs are investigating the mysterious fate of an aristocratic leader who was turned to stone. No one is fessing up to hiring the gorgon who conducted the remote-stoning, but someone certainly bought up all the basilisk oil in the region over the past few years to prevent an easy cure. If the PCs can figure out who, they will have a strong lead on the responsible party.
The Mirror-Maze Prisoner
Gorgons are famously vulnerable to their own gaze. Many gorgons end their immortal lives amidst their own statue gardens, after letting their guard down for just a moment. And for some, the double-edged danger of that gaze becomes a prison.
King Calviano's pursuit of immortality may have driven him half-mad, but he found it. The forbidden magics that transformed him into a gorgon ensured he would live forever. Queen Calviano recognized the danger he presented to the people of the land, but could not bring herself to kill him. Instead, she trapped him in a prison of unbreakable mirrors.
The maze is not so difficult to navigate for someone with normal vision. Ordinary techniques for escaping a mirrored carnival funhouse will work, including looking at the ceiling and floor, or finding smudges and marks that give away the glass.
The maze is more difficult for someone who cannot risk looking at their reflection. The glass is unusually tough so that the king cannot easily break it. And the maze includes loops and gaps that make it difficult to navigate by touch alone. Doors include strange handles and locks that are relatively easy to open when looking at them, but impossible to manage blind. While the king has tried to escape by blindly wandering the halls, the maze’s construction has been enough to keep him trapped at the heart of the maze.
Adventure hook: not a place of honor. That all happened over a thousand years ago, and despite the queen’s best efforts to ward intruders away from the mirror maze, people have forgotten the place’s purpose. Adventurers have recently begun to enter it in search of treasure. The king stirs, sensing an opportunity to escape and return to the outside world.
Stone-Cold Counsel
It’s a quandary that many mortal rulers face. They’ve accomplished great things in their life. But time comes for everyone, and the leader of a hereditary monarchy must ask: can the next generation be relied on to rule effectively? Well, maybe. If only there was a better way.
There is! In stately palanquin, surrounded by lead-lined screens, the gorgon Gravieska travels from court to court, offering aged rulers a tempting bargain; meet her gaze and become a statue. Their heir will receive a dose of petrification-reversing basilisk oil as part of the deal. The statue and oil are passed down from generation to generation. At times of great danger or opportunity, when the wise ancestor's counsel would be most valuable, the current ruler can de-petrify them to seek their aid.
Adventure hook: succession crisis. The emperor, diagnosed with an incurable disease, was thought to only have a few weeks of life left to them. They underwent the petrification process so that they could save those precious weeks to provide advice to future generations. Several decades later, a cure has been found for the disease. The new emperor’s reign has been controversial, reversing many of the previous emperor’s signature accomplishments. Amidst the old guard in the imperial court, there is more and more talk of bringing back the old emperor; not to provide counsel to the current emperor, but to overthrow their own heir and rule once again.
The Mother of Flesh and Stone
In the beginning, the world was nothing but a writhing mass of organic matter.
Life, microscopic and thoughtless, was caught in a constant cycle of mad consumption and thoughtless reproduction. This went on for a really long time.
Into this primordial chaos came the first gorgon. Was it an alien? A monster? A god? There was no observer there to make such distinctions. But it was able to transform the other denizens of this world into non-organic material. For the first time, there was stone. The core of a world.
Gorgons gradually transformed more and more life into stone, and that stone provided a stable core for the life of this world. For the first time, living things were not in constant contact with other living things. There was room for water to settle, habitats to form, and creatures to specialize.
Random table: What weird creatures flourished in this gorgon-influenced world?
- Giant shipworms. Kinda like nautical purple worms. Harbormasters will lay stone pilings well outside the harbor, laced with tasty minerals, to keep these creatures away from the piers.
- Mage-bane lichen. Lichen colonies that specifically grow on sapient creatures that have been petrified. Acidically eroding this particular type of stone seems to supercharge their growth. The lichen is a serious threat to any gorgons (like the Deep Time Enthusiast) who use petrification to preserve samples of living things.
- Piddock-folk. These molluskular creatures bore into soft rock in search of locations to form new colonies. They appear to be intelligent, but are incapable of verbal communication, or just very rude (scholars disagree).
- Dire parrotfish. Particularly common around colonies of coral gorgons. As they scrape statues, they can sometimes ingest intelligence or magic from petrified persons.

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