Alethsia
Creature 7 — humanoid
Pre-Remaster content. May include legacy alignment.
SnareSniperLANDhumanoidmedusapoison
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; darkvision
Languages common
Skills deception +16, diplomacy +14, stealth +16
Str
+2
Dex
+5
Con
+4
Int
+2
Wis
+1
Cha
+2
Items Composite Shortbow, Shortsword
AC 25 (all-around vision)
Fort +15
Ref +16
Will +14
HP 105
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +18, Damage 1d6+8 piercing plus Serpent Venom
Melee Snake Fangs (agile, finesse) +16, Damage 1d4+8 piercing plus Serpent Venom
Ranged Composite Shortbow (deadly-d10, magical, propulsive, reload-0) +19, range increment 60 feet, Damage 1d6+7 piercing plus Serpent Venom
Abilities
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
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.
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)
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Enfeebled 1 (1 round)
Stage 2 2d6 poison damage and Enfeebled 2 (1 round)
WORKS WELL WITH
AnvilLANDA durable frontline body absorbs melee pressure while the gaze aura steadily saps everyone else's mobility.
FlankerLANDA mobile striker exploits targets already Slowed by the aura, turning lost actions into an easier Off-Guard opening.
CrasherLANDA heavy attacker finishes off foes weakened by venom and Slowed by the gaze before they can recover mobility.
PUNISHES
✖ standing still✖ low Fortitude✖ clumping
Avoid pairing with another Snare; overlapping slow and control effects lock down the same targets without adding new pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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