Medium Monstrosity, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
15 (+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 17
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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 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 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Spellcasting. Zalkore is an 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Zalkore has the following Sorcerer spells learned:

Cantrips (at will): blade ward, friends, message, minor illusion, shape water

1st level (4 slots): chaos bolt, fog cloud, shield

2nd level (3 slots): alter self, hold person

3rd level (3 slots): blink, enemies abound

4th level (2slots): confusion

Actions

Multiattack. The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Yellow Musk (3/Day). Zalkore releases a strong musk that targets all humanoids within 30 feet of her. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by Zalkore for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to her. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Description

A victim of a terrible curse, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.

Lair and Lair Actions

On initiative count 20, Zalkore takes a lair action to cause one of the following effects; Zalkore can't use the same effect two rounds in a row:

Absorb Plant Creatures. Zalkore absorbs a willing plant creature or yellow musk zombie within 60 feet, killing the creature, and she regains hit points equal to the creature's current hit points. A yellow musk zombie thus absorbed grants her 10 hit points.

Call on her Subjects. Zalkore conjures 6 yellow musk zombies to emerge within 60 feet of her. The conjured creatures act on their own initiative.

Veil of Lost Dreams. Zalkore causes the rains around Nangalore to become sheets of water with personalized illutions designed to keep creatures whom she wishes trapped in Nangalore. Pushing through this psychic curtain requires an action to make a DC 14 Wisdom save (teleporting through requires a save as well).

Watery Teleport. Zalkore enters into a space containing standing water and emerges from another water source within Nangalore.

Zombie Eruption. Zalkore causes a yellow musk zombie she can see within 60 feet to explode dealing 10 [roll]3d6[/roll] poison damage to all creatures within 5 feet and preventing each creature taking damage from regaining hit points until the end of its next turn.

Habitat: Desert

DaftPunk1716

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