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.
10th level Druid. Andromeda is resistant to charmed and frightened effects from elementals and fey. While being immune to disease and poison.
Spellcasting. Andromeda is an 10th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +7 to hit with spell attacks). Andromeda has the following druid spells prepared:
(creators note: in order to not overwhelm the dungeon master using the template I left other features open for their selection or just the template use. Noting only the class features for the circle of desert.)
1st level (3 slots): "open for DM discretion"
2nd level (3 slots): blur, silence
3rd level (3 slots): create food and water, protection from energy
4th level (3 slots): blight, hallucinary terrain
5th level (2 slots): insect plague, wall of stone
Druid feat (unnatural connection). Prerequisites; hybrid race, creature race, parasite, mutation, or curse. druids of this extra nature can expand their wild shape or wild companion range up to a CR 1/4 - 3 monstrosity of a non-humanoid shape. The companion is a fey spirit with an unnatural form making it unstable and vulnerable to + 1 exhaustion from a critical attack made by metallic weapon of steel lead or iron.
Wild companion. (Briar) Basilisk template; with base 10 intelligence. With resistances to charmed and frightened from elementals and fae. Also poison and disease immunities.
Multiattack. Andromeda makes three melee attacks with its snake hair and two with its dragontooth daggers.
Snake Hair(Neurotoxin). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. And target must make one CON save of 14 in order to not receive the paralyzed condition for 1d4 + 3 turns. Target can repeat the saving throw per turn, use a greater restoration spell, anti venom to remove the condition.
Dragontooth daggers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3); piercing damage plus 7 (2d6) acid damage.
Description
Background. Living a nomadic life with anthropologist mother. She detested from going to place to place studying ancient people. So as her mother was academically invested she wandered off into the wild and into town in order to make sense of herself and others. To her unfortunate surprise one day she was dragged into the field of study with her mom excited for a major discovery. Only for her to find it first a grove of trees with golden apples. Even though detestful her discovery wanted to make a closer connection to her mom. With a newfound connection and excitement they did not know the dangers of the grove in which they walked in. And while curious she picked an apple from the tree wanting to try one only to stumble in trip. For the Apple was an artifact of powerful Magic. Cursing them and sending them to another realm as Medusas. Unable to find her mom she set out into the wild in order to survive this new harsh dangerous world. Desperation, starvation, and the need to continue on changed her mindset to a feral form of what she once was. Ruling the badlands like a queen. However becoming more stealthily because she cannot eat stone. She wishes to get past the hierophant medusa that guards the grove that had transported her into the realm in order to return.
Goals: To reacquire another artifact of chaos in a guessing means to return herself normal and home. She's cunning deceitful and desperate to return to the life she once had even though not very much. She perceives herself returning from the monstrosity that she became.
Alignment. her desperation admits an evil alignment making her perform just about any action necessary to meet her goals. But she is not permanently evil. Any evidence of a secure way home can rid herself of the desperation corrupting her soul. Such as a trinket from her mother or proof of her mother. Or a good persuasion of changing her life around and becoming more comfortable with her existence.
Reputation: She is not very known being isolated to the Badlands of her hunting grounds. But her uniqueness hasn't gone unnoticed to adventurers who have encountered evidence of her in the Badlands such as other druids.
Encounters: Even though not very nomadic. She will wonder other deserts, badlands, desiccated forests in order for food, power, and rest.
Tracking: Although very hard to find with insight & investigation (DC 14 checks). She'll leave stone victims, campsites, and bone piles of her hunts. Which she is not very far from. But will be evasive if she figures out she's being tracked. Creating false evidence to for misleads.
Venomous: Andromeda's Venom is a neurotoxin which affects the ability to send signals from the brain to the body creating paralysis. (Optional rules: venomous) Instead of just poison damage which could come from a metal or any other non-biological substance most venoms come from biological creatures creating extra effects.
Most creatures from the realms use
cytotoxins: a very powerful punch of poison damage which is the most common poison damage.
Optional effects:
Neurotoxin: this added effect after a successful poisonous attack may not be as strong as other poison damage but can leave a victim vulnerable for around 1d4 plus Constitution modifier of turns.
Hemotoxin: this directly attacks the cardiovascular system through the blood. Therefore granting one level of exhaustion with a number of turns 1d4 + Constitution modifier of movement vulnerability damage. The affected creature will take 1d6 poison damage upon movement actions under this condition. If creature is affected by more than one attack the level of exhaustion stacks but does not provide extra turns of effect.
Proteolytic: is the more simple of the other types but has lasting turn damage of 2D4 + Constitution modifier of turns with1D6 of poison damage.
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