Size:
Medium
Type:
Monstrous Humanoid
Form:
biped
Temper:
# App:
1
Lair:
Diet:
omnivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: lurker
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Greatsword
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Action
Longbow
Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage.
Action
Multiattack
The medusa makes either three melee attacks - one with its snake hair and two with its greatsword - or two ranged attacks with its longbow
Action
Snake Hair
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage.
Special
Magic Resistance
The greater medusa has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The greater medusa's weapon attacks are magical.
Special
Petrifying Gaze
When a creature that can see the greater medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 17 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 greater medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Special (Ex)
All-Around Vision
Special (Ex)
Poison

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Petrifying Gaze|Poison
Turn to stone permanently, range 30 feet, one target, Paralysis save negates.
Special
|Petrifying Gaze|Poison
Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.
Action
1 snakebite + special
1-6 + poison
Action
snakebites
1 * snakebites (1d6 + poison)
Special
Disguise
Use hooded cloaks to lure victims close before revealing their true form.
Special
Petrification
Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).
Special
Averting eyes
-4 penalty to-hit; the medusa gains a +2 bonus to attack.
Special
Mirrors
The reflection of a medusa is harmless. If a medusa sees her own reflection, she must save or be petrified.
Special
Poison
The snakes' bites are venomous: save versus poison or die in 1 turn.
Special
Magic resistance
+2 bonus to saves versus spells.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Initiative
Action
Feat 2
Point-Blank Shot
Action
Feat 3
Precise Shot
Action
Feat 4
Weapon Finesse
Action
Melee 1
dagger +10/+5 (1d4/19-20)
Action
Melee 2
snake bite +5 (1d4 plus poison)
Action
Ranged 1
mwk longbow +11/+6 (1d8/×3)
Special
All-Around Vision (Ex)
A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Special
Petrifying Gaze (Su)
Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Special
Poison (Ex)
Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Biting Snakes
Circumstance: Trigger: A creature ends its turn adjacent to the medusa.
The medusa makes a snake fangs Strike against the creature.
Ability
Focus Gaze
(arcane, concentrate, incapacitation, transmutation, visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn.
Ability
Petrifying Gaze
(arcane, aura, transmutation, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.
Ability
Serpent Venom
(poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round)
Offense
Melee
Circumstance: combat round (melee)
shortsword +18 [+14/+10] (agile, finesse, versatile S), Damage 1d6+8 piercing plus serpent venom
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +19 [+14/+9] (deadly 1d10, magical, propulsive, range increment 60 feet, reload 0), Damage 1d6+7 piercing plus serpent venom
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+1 composite shortbow (60 arrows)
shortsword
Language
Common
Perception
darkvision
Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.
OSE