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Alethsia

Creature 7 — humanoid

Pre-Remaster content. May include legacy alignment.

Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that-if lingered upon-can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influe

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +16
Skills deception +16, diplomacy +14, stealth +16
Str
+2
Dex
+5
Con
+4
Int
+2
Wis
+1
Cha
+2
AC 25 Fort +15 Ref +16 Will +14
HP 105
Speed 25 feet

Offense

Melee Shortsword +18, Damage 1d6+8 piercing
Melee Snake Fangs +16, Damage 1d4+8 piercing
Ranged Composite Shortbow +19, Damage 1d6+7 piercing

Abilities

All-Around Vision — All Around Vision
Biting Snakes
Glass Gaze (arcane, aura, 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.
Focus Gaze (arcane, concentrate, incapacitation, visual) — The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a DC 25 Fortitude save against the medusa's glass gaze. If the creature was already Slowed by glass 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.
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)

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