Scout: A raft with sits out in the center of the lake. It appears to be a Gambit seeded encounter.

A sign in the center of the ten foot by ten foot raft reads “The challenge is great, but the reward could be worth your weight in gold! Touch the sign to begin.”

This shining metallic ram leaps nimbly through the wilderness.

The Golden Ram CR 10
XP 9,600
Elite gold-clad gorgon
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +17


AC 26, touch 8, flat-footed 25 (4 armor, -2 Dex, +14 natural, -1 size, +1 dodge)
hp 108 (8d10
Fort +14, Ref +5, Will +5; +8 vs. spells and spell-like effects
Defensive Abilities freedom of movement, light fortification; Immune mind-affecting effects; Resist fire 10
Weaknesses vulnerability to electricity


Speed 50 ft., climb 50 ft.; spider climb, water walk
Melee gore 16 (3d88), 2 hooves 11 (1d64)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to gold, Fortitude DC 22 negates), trample (3d8+8, DC 22)


During Combat When PCs encounter the Golden Ram and it becomes aware of their presence it always chooses to attack. The Golden Ram opens with a trample through the densest grouping of enemies, then turns to use its breath weapon against those it trampled in the previous round. After that, it bull rushes petrified PCs into the lake (the PC’s loose their Dex Bonus to CMD due to petrification, but receive a plus 4 CMD bonus due to their weight), using its breath weapon as it is able and using its trample with waterwalk to escape to the water if it is in any real melee danger.

Petrified PCs in the lake immediately sink to the bottom of the 40 ft deep lake and upon saving against the effect do not immediately begin drowning, but must start making the DC 10 Con checks. With DC 10 Swim checks the PCs can ascend half of their movement toward the surface, but otherwise move a quarter of their speed (x2 with a double move).

Unconscious PCs float 10 ft up per round, but remain face down, allowing healing to be applied.

The Ram ignores the submerged PCs, focusing on foes on the raft.

Morale The Golden Ram fights to the death, but upon death, its waterwalk wears off and it sinks to the bottom of the lake, rolling off the side of the raft if necessary.


Str 26, Dex 6, Con 26, Int 4, Wis 26, Cha 26
Base Atk +8; CMB +17; CMD 36 (42 vs. trip)
Feats Improved Initiative, Improved Natural Attack (gore), Power Attack, Skill Focus (Perception)
Skills Acrobatics -6, Climb +12, Escape Artist -6, Perception +17, Sleight of Hand -6, Stealth -10, Swim +4
Languages Terran (cannot speak)
SQ spell-enhanced


Breath Weapon (Su)

The Golden Ram can use its breath weapon once every 1d4+1 rounds to create a 60-foot line of green gas. Those caught in the area of the gas can attempt a DC 22 Fortitude save to resist the effects, but those who fail the save are immediately petrified to gold. This petrification is temporary—each round, a petrified creature can attempt a new DC 22 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the Golden Ram’s breath weapon a second time while petrified. A creature exposed to the Golden Ram’s breath a second time while already petrified can no longer attempt to make additional Fortitude saves to recover naturally and must instead wait 24 hours, at which time it will revert to normal (unless break enchantment or stone to flesh is used to free the victim before then). The save DC is Constitution-based.

Light Fortification (Ex)

Whenever a sneak attack or critical hit is scored against the Golden Ram, there is a 25% chance the extra damage is negated.

Spell-Enhanced (Sp)

Nex wove several magical spell effects into the Golden Ram’s armor plates, enhancing the beast with the following effects (all at CL 20th): freedom of movement, haste, mage armor, mind blank, protection from spells, spider climb, and water walk. If a spell effect is dispelled, it is only suppressed for 1d4 rounds before it reactivates.

A chest appears on the raft with 3 small statues of the PCs each weighing exactly the ammount listed on their character sheet. (worth 50gp per pound of gold)(if the character’s weight isn’t listed, use the random height and weight tables on the PFSRD.

Be sure to ask them how they carry these back to Tymon.


Totally Not GG KeenanJones