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MEDUSA
As deadly as they are ravishing, the serpent-haired
medusas suffer an immortal curse brought on by their
vanity. They lurk in quiet exile among the tumbled
ruins of their former lives, surrounded by the petrifie d
remains of past admirers and would-be heroes.
Immortal Splendor. Men and women who desire
eternal youth, beauty, and adoration might pray to
malicious gods, beg dragons for ancient magic, or seek
out powerful archmages to fulfill their wishes. Others
make sacrifices to demon lords or archdevils, offering
all in exchange for this gift, oblivious to the curse that
accompanies it. Those who strike such bargains gain
physical beauty, restored youth, immortality, and the
adoration of all who behold them, granting them the
influence and power they so desire. However, after years
of the living like a demigod among mortals, the price for
their vanity and hubris is exacted, and they are forever
transformed into medusas. A me dusa's hair turns into a
nest of venomous serpents, and all who gaze upon the
medusa are petrified, becoming stone monuments to
its c.orruption.
I
Medusa Laiils. Medusas live forever in seclusion,
alienated from the world around them by their
mon~trous form and caprice. Their homes gradually fall
into disrepair until they are little more than shadowy
ruins covered with thorns and creepers, riddled with
obstructions and hiding places. Foolhardy looter~
and adventurers who enter are often unaware of the
medusa's presence until the creature is among them.
A medusa is subject to its own curse. By looking vainly
on its reflection, it turns to stone as surely as any living
mortal. As a result, a medusa destroys or removes any
mirrors or reflective surfaces in its lair.
. , -- -===.
MED.US.A:
Medium monstrosity, lawful e~il
Armor Class 15 (natural armor)
Hit Points 127 (17d8 +51)
Speed 30ft.
STR
10 (+0)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses darkvision 60ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)
Petrifying Gaze. When a creature that can see the medusa's
eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if
the medusa isn't incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
can't see the medusa until the start of its next turn, when it can
avert its eyes again. If the creature looks at the medusa in the
meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa is,
due to its curse, affected by its own gaze.
ACTIONS
Multiattack. The medusa makes either three melee attacks-
one with its snake hair and two with its shortsword-or two
ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (ld4 + 2) piercing damage plus 14 (4d6)
poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft. , one target. Hit: 6 (ld8 + 2) piercing damage plus 7 (2d6)
poison damage.