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Hosted by 12 To Midnight.
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Hit Dice: 6d8+6 plus 2d6+2, hp 42
Massive Damage Threshold: 12
Speed: 30 ft.
Defense: 16, touch 13, flat-footed 14 (+2 Dex, +1 class, +3 natural)
Base Attack/Grapple: +7/+7
Attack: +7/+2 melee (1d4, knife)
Full Attack: +7 melee (1d4, knife), +4 melee (1d4 plus poison, snakes), or +10/+5 ranged (2d6, Glock 17)
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: SA darkvision 60 ft., gaze, poison
Saves: Fort +4, Ref +8, Will +6
Action Points: 1
Allegiances: Evil, law
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 16
Talent (Charismatic Hero): Coordinate
Possessions: Knife, Glock 17 (9mm autoloader), 50 rounds of 9mm ammunition, concealed carry holster, firearms license, casual clothing, overcoat, cell phone, PDA (with addresses of various contacts and acquaintances), disguise kit
Challenge Rating: 9
Advancement: By character class
Medusae have the following traits:
Gaze (Su): A medusa's gaze permanently turns to stone any creature within 30 feet that fails its Fortitude save (DC 15). See Special Qualities for more information on gaze attacks. A break enchantment spell can remove the effect of petrification. In a campaign where heroes have limited access to spells, the GM can make the petrification a temporary effect (lasting 1d6 hours).
Poison (Ex): Any creature bitten by the medusa's snaky hair must succeed on a Fortitude save (DC 14) or succumb to the poison (initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength).
Bonus Feat: Medusas receive the bonus feat Simple Weapons Proficiency.
Automatic Languages: Medusas read, write, and speak any two languages.