Source: Mortal Kombat
Climate/Terrain: Outworld, combat arenas
Activitiy Cycle: Any
Intelligence: Average (10)
Alignment: Neutral Evil
No. Appearing: 1
Armor Class: 5 
Hit Dice: 10 (80 hit points)
Thac0 [To Hit Bonus]: 11 [+9]
No. of Attacks: 4 (+3 to hit)
Special Attacks: See below
Special Defenses: Fear, +1 or better weapons to hit
Magic Resistance: None
Size: L (9’)
Morale: Steady (11-12)
XP Value: 10,000
Goro is member of a half-human, half-dragon race known as the Shokan. He often allies himself with evil wizards to take over the Earthrealm. He has 18/00 strength (+3 to hit, +6 damage).
Fear: Goro generates an aura of fear (as the 4th level wizard spell) in a 20 foot radius. Only the mightiest of opponents dare face him, and if then their resolve might be shaken. This ability, however, works against only small or medium-sized opponents.
Fire Breath: Once every 1d2+1 rounds, Goro can split a small fireball at single opponent (Range 60 feet, damage 4d6, half if save).
Leaping Stomp: Goro jumps 30 feet and stomps on the opponent for 2d12 damage (the victumsave versus Rod, Staff, or Wand or fall prone)
Chest Pound: If Goro hits in melee combat with two attacks against a single opponent, the opponenet must save versus breath weapon or be grabbed by Goro. Goro then automatically hits with his last two attacks for 2d10+12 damage.
Finishing Move: If the grabbed victim is reduced to 0 hit points or less by Goro’s chest pound attack, then Goro tears off the victims limbs, killing the victim instantly. The victims allies within 30 feet who can see the horror must make save versus paralyzation or be stunned for one round. (If using Ravenloft, use a fear check. If in Call of Cthulu, use a sanity check).