THE SHARED REFERENCE Adventurer

Monster

Kyrilla, Accursed Gorgon

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Official reference · AitFR-DN · 2014

Creature type
Monstrosity
Size
Large
Armor class
15 (natural armor)
Hit points
127 (15d10 + 45)
Speed
Walk 30 ft.
Challenge rating
10
Alignment
Lawful Evil
Strength
11
Dexterity
16
Constitution
16
Intelligence
14
Wisdom
14
Charisma
15
Passive Perception
16
Saving Throws
wis: +6; cha: +6
Skills
deception: +6; insight: +6; perception: +6; stealth: +7
Senses
darkvision 60 ft.
Languages
Common, Draconic, Primordial
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed

Traits

Feed on Pain (2/Day)

The first time she hits with a weapon attack on her turn, Kyrilla can deal an extra 16 (3d10) poison damage to the target and regains a number of hit points equal to half the damage dealt.

Legendary Resistance (2/Day)

If she fails a saving throw, Kyrilla can choose to succeed instead.

Petrifying Gaze

When a creature that can see Kyrilla's eyes starts its turn within 30 feet of her, Kyrilla can force it to make a DC 14 Constitution saving throw if Kyrilla 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 Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.

Kyrilla's accursed gaze does not affect undead or constructs. If Kyrilla sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is, due to her curse, affected by her own gaze.

Sunlight Sensitivity

While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Kyrilla makes one attack to constrict and two attacks with her claws, or she makes three attacks with her longbow.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.

Constrict

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (3d6) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and Kyrilla can't constrict another target.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 16 (3d8 + 3) piercing damage.

Summon Swarm of Poisonous Snakes (Recharge 5–6)

Kyrilla conjures a swarm of poisonous snakes into an empty space within 10 feet of her. The swarm is under Kyrilla's control and acts on her turn, immediately after her in the initiative order.

It remains in existence for up to 1 hour. She can summon no more than three swarms per day. Kyrilla can banish any or all of her summoned swarms with a bonus action.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Claw

Kyrilla or a swarm of poisonous snakes makes a weapon attack.

Detect

Kyrilla makes a Wisdom (Perception) check.

Slither

Kyrilla moves up to her speed without provoking opportunity attacks.

Lair actions

When fighting inside her lair, Kyrilla can invoke the ambient magic there to take lair actions. On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects:

  • Kyrilla casts moonbeam (no components required). While maintaining concentration on this effect, she can't take other lair actions.
  • Kyrilla casts cloud of daggers (no components required), except the daggers are flying snakes and the spell deals piercing damage. While maintaining concentration on this effect, she can't take other lair actions.
  • Pools of liquid within 60 feet of Kyrilla surge and froth, splashing and soaking any creature on the ground within 5 feet of such pools. Creatures that succeed on a DC 14 Dexterity saving throw avoid getting liquid in their eyes and mouths. Kyrilla can't use this lair action again until she has used a different one.

Regional effects

The region containing Kyrilla's lair is warped by her accursed nature and the meteoric stone around her, which together create the following effects:

  • Water sources within the lair are supernaturally fouled and poisonous. Creatures that drink these waters must make a DC 14 Constitution saving throw or be poisoned for 1 minute. Afflicted creatures can make a new saving throw at the end of each of their turns, ending the condition on a success.
  • Plants within 1 mile of the lair suffer from a calcifying mold that dries and hardens leaves, killing many otherwise hearty thistles and heather.
  • Fog lightly obscures the land within 3 miles of the lair.

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