Medusas dwell in swamps and underground ruins,
typically accompanied by dozens of statues of their
victims, as medusas have the ability to turn creatures into
stone. The head of a medusa is a mass of writhing snakes.
Source: Pathfinder RPG Bestiary 201.
MEDUSA CREATURE 7
Perception +14; darkvision
Skills +7; Deception +15, Diplomacy +15, Stealth +13
Str +2, Dex +4, Con +4, Int +1, Wis +1, Cha +2
Items +1 composite shortbow with 60 arrows, expert shortsword
AC 23, TAC 22, all-around vision; Fort +12, Ref +13, Will +11
Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet.
When a creature ends its turn in the aura, it must attempt a DC
21 Fortitude save. If it fails, it’s slowed 1 for 1 minute. A creature
can avert its gaze by spending an action (this action has the
concentrate trait). This grants the creature a +2 circumstance
bonus to saves against Petrifying Gaze and Focus Gaze for
All-Around Vision A medusa can’t be flanked.
Trigger A creature ends its turn adjacent to the medusa.
Effect The medusa makes a snake fangs Strike against the
triggering creature. The multiple attack penalty doesn’t
apply to this attack.
Speed 25 feet
Melee shortsword +17 (agile, versatile S), Damage 2d6+4
Melee snake fangs +15 (agile), Damage 2d8+2 piercing plus
Ranged +1 shortbow +17 (deadly 1d10, magical, range 60 feet),
Damage 3d6+1 piercing plus serpent venom
Focus Gaze (arcane, concentrate, transmutation, visual)
The medusa stares at a creature she can see within 30 feet,
who must immediately attempt a save against her petrifying
gaze. If the creature was already slowed by her petrifying
gaze before attempting its save, a failed save causes it to be
petrified permanently. A medusa can’t use Focus Gaze on the
same creature more than once per round.
Serpent Venom (poison) Saving Throw Fortitude DC 21; Maximum
Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round);
Stage 2 2d6 poison and enfeebled 2 (1 round).