Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 18 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 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Spellcasting. The priestess is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells. The priestess has the following sorcerer spells prepared:
Cantrips (at will): Poison Spray, mage hand, Blade Ward fire bolt, true strike
1st level (4 slots): detect magic, witch bolt, shield, magic missile
2nd level (3 slots): darkness, hold person, spider climb
3rd level (3 slots): [Tooltip Not Found], fear, stinking cloud
4th level (3 slots):blight, confusion, dominate beast
5th level (2 slots): cloudkill, seeming
6th level (1 slot): disintegrate
If 3rd level spell above says tool tip not shown, the spell is Counter Spell
Multiattack. The medusa makes either four melee attacks--one with its snake hair and three with its Scimitars--or two ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 5) piercing damage plus 7 (2d6) poison damage.
The medusa can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
Piercing eyes. (Costs 2 actions). Through closed eyelids, medusa stares straight into the soul of a creature, forcing it to make the save for her petrifying gaze.
Constrict. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 11 (4d6 + 2) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends the target is restrained, and medusa cannot constrict another target. She also moves at half her movement speed. Medusa can constrict the grappled target as a bonus action.
Description
A Yuan-ti that has devoted itself to Sseth and gifted powers for it's extreme devotion.
Lair and Lair Actions
Medusa live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. These hiding places are riddles with serpents attracted by the medusa's presence. Foolhardy looters and adventurers who enter are often unaware of the medusa until the creature is among them. The medusa removes any reflective surfaces from its lair. Statuary of petrified animals and humanoids are scattered throughout the lair, captured in poses of dread.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
1. Through a hole in the wall, a half finished bone naga slithers into the battlefield. The bone naga does not have any of it's spells, and is already at half of it's total hit points. The bone naga also has half of it's movement.
2. A statue grabs a creature of medusa's choosing and grapples them. The grappled must make a DC 16 Strength/Dexterity saving throw to avoid being grappled. On a failure, the creature may make another saving throw on its subsequent turns, success ending the effect, taking it's action.
3. Shrieks of terror suddenly erupt from the mouths of the medusa's previously petrified victims. All creatures must make a DC 13 Intelligence saving throw or be Frightened. On a failure, a creature may make another saving throw on its subsequent turns, success ending the effect.







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Posted Jan 25, 2021Is the Shrieks of Terror repeat saving throw at the beginning or end of the creatures turn