MONSTERS 2.0: MEDUSA

Second entry in my Monster Manual 2.0 list.  Because, REASONS.  This redesign is actually for Out of the Abyss as I want Neheedra the drow medusa to be a memorable fight.  So the medusa has drow abilities. You can drop the drow specific abilities without affecting the CR.  Here is Neheedra the drow witch who succumb completely to her elemental patron.

MEDUSA

Neheedra Duskryn Drow Witch

Medium monstrosity, lawful evil

Armor Class 15 (natural armor)
Hit Points 127
Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

15 (+2)

16 (+3)

12 (+1)

13 (+1)

15 (+2)

Skills Deception +5, Insight +4, Perception +4, and Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common and Elvish
Challenge 6 (2,300 XP)

Petrifying Gaze.  When a creature that can see the medusa’s eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified.

Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Fey Ancestry.  The drow has advantage on saving throws against being Charmed, and magic can’t put the drow to sleep.

Sunlight Sensitivity.  While in sunlight, the drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS              
Multiattack. Neheedra makes either three melee attacks – one with her snake hair and twice with her shortsword – or one Eldritch Blast attack.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.  Poisoned foes are slowed as the spell.  A subsequent successful save ends the condition.

Drowrought Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Eldritch Blast. Ranged Spell Attack: +5 to hit, reach 120 ft., up to five targets. Hit: 5 (1d10) force damage.  Targets struck by the blast are pushed back 10 feet. On a failed DC 12 Strength (Athletics) or Dexterity (Acrobatics) are also knocked prone.  As Neheedra was a warlock before succumbing to Ogrémoch’s Curse (also her patron) she still retains eldritch blast as her key range attack.

Cloud of Darkness (1/day). As a Bonus Action, the Neheedra creates a 15-foot-radius sphere that lasts until the end of her next turn. The zone blocks line of sight for all creatures except the drow. While entirely in the zone, any creature other than Neheedra is blinded.  This replaces the drow’s normal darkness spell ability.

Darkfire (1/day).  As a Bonus Action, until the end of the Neheedra’s next turn, the target is outlined and fel green lights that outline their shape granting advantage on attack rolls and cannot benefit from invisibility or concealment.

REACTIONS                       
Gorgon’s Tail. When the medusa takes damage from an adjacent creature, Nehhedra may perform a tail slap hitting on a +5 and doing  10 (2d10) damage, and she pushes the target away by 25 feet.

LEGENDARY ACTIONS                       
Nehedra can take 2 legendary actions, choosing from the options below.  Only one legendary option can be used at a time and only at the end of another creature’s turn.  The medusa regains spent legendary actions at the start of her turn.

  • Faerie Fire.  Neehdrea may use Darkfire.  If it has already been used it automatically recharges.
  • Darkness.  Neehdrea may use Cloud of Darkness.  If it has already been used it automatically recharges.
  • Quick Quiver (2 actions).  Neheedra makes two ranged attacks or 1 Eldritch Blast attack.
  • Snake Eyes (2 actions).  Neheedra makes two snake hair attacks.

DESCRIPTION                  
A medusa is a scaly monster with a horrifying gaze.  Always a female, she uses her gaze to turn other creatures to stone, and her lair is filled with lifelike statues painted with the blood of fallen prey.

TACTICS                   
Neheedra will try and stays at range using her Eldritch Blast to push foes back. She also has 3/4 cover as she lurks behind the statue of a drow defender and his great shield (A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws).

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