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Hosted by 12 To Midnight.
Select a Creature from the drop-downlist:
Medium-size Monstrous Humanoid
Hit Dice: 6d8+6, hp 33
Massive Damage Threshold: 12
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
Allegiances: Evil, law
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
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.