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Medusa

Creature 7 — humanoid

SnareSniperLANDhumanoidpoison

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 divining magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influent

Source: pathfinder-monster-core

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
Petrifying 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 petrifying gaze.

If the creature was already Slowed by petrifying 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)

WORKS WELL WITH

AnvilLANDA durable frontliner keeps melee attention away from this creature so it can keep firing its bow and holding its gaze aura from range.
FlankerLANDA mobile skirmisher can capitalize on targets already Slowed by the gaze aura, since reduced actions make it harder for them to reposition or escape a flank.
WeaverLANDAnother caster adds save-based pressure so a target already contesting Fortitude against the gaze has less room to shrug off further debuffs.

PUNISHES

✖ clumping✖ standing still✖ melee reliance
Pairing with another primarily ranged Sniper leaves nothing to occupy melee attackers who close the distance.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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