Medusa, Standard

Medium-size Monstrous Humanoid


Hit Dice: 6d8+6, hp 33

Massive Damage Threshold: 12

Initiative: +2

Speed: 30 ft.

Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

Base Attack/Grapple: +6/+6

Attack: +6/+1 melee (1d4, knife)

Full Attack: +6 melee (1d4, knife), +3 melee (1d4 plus poison, snakes), or +9/+4 ranged (2d6, Glock 17)

Fighting Space/Reach: 5 ft. by 5 ft./5 ft.

Special Qualities: SA darkvision 60 ft., gaze, poison

Saves: Fort +3, Ref +7, Will +6

Action Points: 0

Reputation: +0

Allegiances: Evil, law

Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15

Skills: Bluff+11, Disguise +11, Move Silently +9, Read/_Write English, Read/Write Spanish, Speak English, Speak Spanish, Spot +10

Feats: Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse (snakes)

Possessions: Knife, Glock 17 (9mm autoloader), 50 rounds of 9mm ammunition, concealed carry holster, firearms license, casual clothing, overcoat

Challenge Rating: 7

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.


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