Medium Monstrosity, Lawful Evil
Armor Class 16 (natural armor, studded leather)
Hit Points 195 (23d8 + 92)
Speed 30 ft.
STR
14 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +8, INT +6, CHA +6
Skills Deception +6, Insight +5, Perception +5, Stealth +10
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Viper Whisperer. Aphelia can comprehend and verbally communicate with Beasts and Undead that are venemous snakes, and she can use any of the Influence action’s skill options with them.

Assassinate. During her first turn, Aphelia has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores against a surprised creature is a critical hit.

Evasion. If Aphelia is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Aphelia instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Lesser Deathtouch (3/Day). Whenever Aphelia hits a creature with a weapon attack that deals damage, she can choose to also deal that same amount of damage to the creature's hit point maximum equal to half the amount of the total damage dealt by the weapon attack.

Actions

Multiattack. The medusa makes either two attacks with her shortsword, or four with her daggers.

Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) poison damage, and, if the target is Tiny or smaller, it is grappled (DC 14) by Aphelia, and cannot speak while grappled in this way.

+1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a success.

Dagger. Ranged or Melee Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Petrifying Gaze (Recharge 5-6). Aphelia forces a creature she can see within 60 feet of her to make a DC 16 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.

Summon Serpent (Recharge 4-6). Aphelia quickly uses her innate magic to summon a poisonous snake at a point she can see within 60 feet of her. The snake is an ally to Aphelia and her allies. In combat, the snake shares Aphelia's Initiative count, but it takes its turn immediately after hers. It obeys her verbal commands (no action required by her). If Aphelia doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Killing Fangs (Recharge Short or Long Rest). Until the end of the next round, whenever either Aphelia or a snake creature under her command deals damage to another creature or character, that target must make a DC 20 Constitution saving throw or have its hit point total halved. This effect can be reversed by casting a spell such as greater restoration using a spell slot of 7th level or higher.

Description

Aphelia is a mysterious and terrifyingly effective gorgon/medusa assassin who travels from city to city, searching for new patrons and creating new plots wherever she goes. She is especially known for her ability to speak to and even summon venemous snakes of just about any kind. Their venom, combined with her mastery over her own venemous weaponry, allows her to magically destroy even the heartiest of foes in less than a second.

Dragonekillax3

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