THE SHARED REFERENCE Adventurer

Monster

Undercity Medusa

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Monstrosity
Size
Medium
Armor class
16 (natural armor)
Hit points
120 (16d8 + 48)
Speed
Walk 30 ft.
Challenge rating
6
Alignment
Neutral Evil
Strength
16
Dexterity
18
Constitution
16
Intelligence
17
Wisdom
12
Charisma
15
Passive Perception
14
Skills
deception: +5; insight: +4; perception: +4; stealth: +7
Senses
darkvision 60 ft.
Languages
Common, Elvish

Traits

Magic Resistance

The medusa has advantage on saving throws against spells and other magical effects.

Surprise Attack

During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.

Actions

Multiattack

The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Petrifying Gaze

The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. 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 a greater restoration spell or similar magic.

Innate Spellcasting

The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:

1/day each: expeditious retreat, fog cloud, misty step

Quick preview