Gorgon (CR 8)

Large Magical Beast
Alignment: Always neutral
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +9, and Spot +8


AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 8d10+40 (85 hp)
Fort +11, Ref +6, Will +5
Speed: 30 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Gore +12 melee
Full Attack: Gore +12 melee
Damage: Gore 1d8+7
Special Attacks/Actions: Breath weapon, trample 1d8+7
Abilities: Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
Special Qualities:
Feats: Alertness; Improved Initiative; Iron Will
Skills: Listen +9 and Spot +8
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, pack (2-4), or herd (5-13)
Treasure: None

Source: Monster Manual

Combat

Whenever possible, a gorgon begins any encounter by charging at its opponents.

Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds but no more than five times per day); Fortitude save (DC 17)

Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage.