Huge Monstrosity, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 443 (25d12 + 281)
Speed 45 ft., Burrow 35 ft.
STR
26 (+8)
DEX
18 (+4)
CON
30 (+10)
INT
16 (+3)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +14, CON +16, INT +9, WIS +12
Skills Athletics +16, Insight +14, Intimidation +12
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 21
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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.

Legendary Actions

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.

Monster Tags: Elemental

Habitat: Forest

SalmonelaDoAr

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