Homebrew Medusa Species Details
Medusas share the following racial traits. Creature Type. Monstrosity Ability Score Increase. +1 Dexterity, +1 Charisma.
Alignment. Evil creatures cursed as a result of their desire for eternal life and beauty, most medusas are lawful evil.
Size. Your size is medium. Speed. Your base walking speed is 30 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Natural Armor. While unarmored, your AC is equal to 15 + your Dexterity modifier.
Petrifying Gaze. As an action, you can attempt to petrify a creature with your gaze. You and the creature must be within 30 ft. and must be able to see each other. Creatures whose bodies are not made of flesh, such as constructs, are immune to this effect, as are creatures immune to paralysis. The target creature must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature begins to turn to stone. They are treated as having 1 level of fatigue. The creature must repeat this saving throw at the end of each of its turns. On a failed saving throw, the creature is treated as gaining an additional level of fatigue. If the creature fails 6 saving throws, it is petrified until freed by greater restoration or similar magic. On a successful saving throw, the creature resists the effect, and is treated as having one less level of fatigue. The creature is treated as having one less level of fatigue each round until they are treated as having 0 levels of fatigue. Creatures immune to fatigue are not immune to this effect, and any actual levels of fatigue do not stack with this effect. This effect lasts up to one minute. You must maintain concentration during that time, as if you were casting a spell. If you lose concentration, the creature is treated as having no levels of fatigue from this effect and immediately returns to normal. If the creature becomes petrified by this effect, the effects are permanent and you no longer need to concentrate. A creature may avert its eyes from you, which makes it immune to this ability. If it does so, it cannot see you until the beginning of its next turn, at which point it may choose to avert its eyes again. After you use this ability, you can't use it again until you complete a short or long rest.
Snake Hair. You are proficient with your unarmed strikes, which deal 1d4 poison damage on a hit.
Languages. You can speak, read, and write in Common.
Medusa Traits
+1 Dexterity, +1 Charisma.Ability Score Increase
+1 Dexterity
+1 Charisma
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Petrifying Gaze
As an action, you can attempt to petrify a creature with your gaze. You and the creature must be within 30 ft. and must be able to see each other. Creatures whose bodies are not made of flesh, such as constructs, are immune to this effect, as are creatures immune to paralysis. The target creature must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature begins to turn to stone. They are treated as having 1 level of fatigue. The creature must repeat this saving throw at the end of each of its turns. On a failed saving throw, the creature is treated as gaining an additional level of fatigue. If the creature fails 6 saving throws, it is petrified until freed by greater restoration or similar magic. On a successful saving throw, the creature resists the effect, and is treated as having one less level of fatigue. The creature is treated as having one less level of fatigue each round until they are treated as having 0 levels of fatigue. Creatures immune to fatigue are not immune to this effect, and any actual levels of fatigue do not stack with this effect. This effect lasts up to one minute. You must maintain concentration during that time, as if you were casting a spell. If you lose concentration, the creature is treated as having no levels of fatigue from this effect and immediately returns to normal. If the creature becomes petrified by this effect, the effects are permanent and you no longer need to concentrate. A creature may avert its eyes from you, which makes it immune to this ability. If it does so, it cannot see you until the beginning of its next turn, at which point it may choose to avert its eyes again. After you use this ability, you can't use it again until you complete a short or long rest.
Snake Hair
You are proficient with your unarmed strikes, which deal 1d4 poison damage on a hit
Languages
You can speak, read, and write in Common.
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Posted Aug 28, 2020I think this is a good race. Not to over powerd, But not overly weak. I am surprised no one has comented berfor. Great work.