Petrifying Gaze. When a creature that can see the monster's eyes starts its turn within 60 feet of the medusa, the medusa can force it to make a DC 16 Constitution saving throw if the monster 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 monster in the meantime, it must immediately make the save.
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it dies, the monster returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The monster is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, geas
6th level (1 slot): true seeing
Multiattack. It makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one creature. Hit: 32 (6d8 + 8) piercing damage and 30 (6d10) fire damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and 18 (6d6) fire damage.
Fire Breath. The monster exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
The monster can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The monster makes a Wisdom (Perception) check.
Tail Attack. The monster makes a tail attack.
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