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Melusine, the Serpent-Blooded Lady of the Moonlit Depths

Melusine, the Serpent-Blooded Lady of the Moonlit Depths
Create

Beautiful yet accursed twin-tailed water fae who haunt moonlit rivers and ancient wells, Melusines weave illusion, song, and sorcery to guard their hidden domains and the secrets of their divided nature.


Appearance

Melusines resemble ethereal humanoid women with flowing silver or green hair and eyes like deep water; below the waist, their bodies transform into two powerful serpentine tails glimmering with iridescent scales. When fully revealed or enraged, their fae features become unmistakable—fangs, slit pupils, and skin faintly patterned like rippling waves.


Behaviour

Cautious and cunning, Melusines dwell in solitude, masking their presence with glamour and haunting song. They are courteous to travelers but unpredictable—alternating between benevolence and vengeance depending on how mortals treat their waters or their trust.


Habitat

Melusines inhabit secluded freshwater sources—hidden lakes, forest springs, river caves, or ruined castles built atop sacred wells. Their lairs are rich with enchantment, illusion, and the quiet hum of faerie magic that conceals their true domain.


Modus Operandi

Preferring subtlety to violence, Melusines charm or beguile intruders, drawing them into bargains or dreams beneath the water’s surface. In battle, they control currents, summon mist, and unleash aquatic or charm-based magic before retreating into the depths; when cornered, their twin tails become deadly weapons.


Motivation

Melusines are driven by longing—yearning for lost humanity, devotion to their waters, or the preservation of old fae bloodlines. Their actions balance on the knife-edge between love and vengeance, guardianship and curse, forever caught between two worlds.

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Melusine, the Serpent-Blooded Lady of the Moonlit Depths
Create

Medium Fey (Shapechanger), Chaotic Neutral


Armor Class 15 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft., swim 50 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)18 (+4)13 (+1)15 (+2)21 (+5)

Saving Throws Dex +6, Wis +5, Cha +8
Skills Arcana +4, Deception +8, Insight +5, Persuasion +8, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities charm, sleep
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan, Aquan
Challenge 9 (5,000 XP) • Proficiency Bonus +4


Amphibious.

The Melusine can breathe both air and water.

Fey Glamour.

Any creature that starts its turn within 10 feet of the Melusine must succeed on a DC 17 Wisdom saving throw or have disadvantage on Insight checks and saving throws against her charm effects until the start of its next turn.

Water’s Grace.

While in contact with natural water, the Melusine gains advantage on Dexterity saving throws, and ranged weapon attacks against her are made with disadvantage.

Shapechanger.

As an action, the Melusine can shift between her humanoid and true serpentine-tailed form. Her statistics remain the same. In her true form, she swims with twin tails and cannot wear heavy armor.


Spellcasting.

The Melusine is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components.

At Will: minor illusion, charm person, shape water, detect thoughts
3/day each: suggestion, misty step, hold person, water breathing, water walk
2/day each: greater invisibility, dominate person
1/day each: control water, polymorph


Actions

Multiattack.

The Melusine makes two attacks with her Twin Serpentine Tails, or casts one spell and makes one tail attack.


Twin Serpentine Tails. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). While grappled, the target is restrained and takes 9 (2d8) bludgeoning damage at the start of each of the Melusine’s turns as her tails constrict.

In her true form, the Melusine’s twin tails glide and coil with eerie grace, ensnaring prey in an elegant, deadly dance rather than striking with brute force.


Drowning Embrace (Recharge 5–6).

The Melusine drags one creature she is grappling up to 20 feet deeper into water, encasing it in a vortex of enchanted current. The target must make a DC 17 Constitution saving throw or take 21 (6d6) cold damage and begin suffocating. On a success, the target takes half as much damage and isn’t pulled under.

While suffocating in this way, the target’s speed is 0, it can’t breathe, and it has disadvantage on attack rolls and Strength or Dexterity saving throws. The effect ends if the creature escapes the grapple or the Melusine releases it.

The Drowning Embrace embodies Melusine’s dominion — the mercy and malice of water made flesh.


Serpent’s Curse (Recharge 6).

The Melusine targets one humanoid she can see within 30 feet that is charmed or restrained by her. The target must succeed on a DC 17 Wisdom saving throw or begin transforming into a serpent over three rounds:

  • Round 1: The target is poisoned, its legs fuse, and its movement speed is halved.
  • Round 2: The target is incapacitated as its body reshapes; it can speak only in hisses.
  • Round 3: The transformation completes; the target becomes a giant poisonous snake under the Melusine’s control for 24 hours (as if affected by true polymorph).

A remove curse or greater restoration cast before completion ends the transformation. Creatures immune to being charmed are immune to this effect.


Reactions

Watery Reprisal.

When struck by a melee attack while in water, the Melusine releases a burst of icy mist. The attacker must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) cold damage and be blinded until the end of its next turn.


Legendary Actions

The Melusine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Glimmering Song. The Melusine hums an alluring melody; one creature within 60 feet that can hear her must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn.
  • Reposition (Costs 2 Actions). The Melusine moves up to half her swim speed without provoking opportunity attacks.
  • Tidal Lash (Costs 2 Actions). The Melusine lashes both tails in a 15-foot radius. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a success.

Combat Tactics

Melusine begins encounters from concealment beneath calm water or mist. She opens with greater invisibility or suggestion, isolating vulnerable foes before closing to ensnare one with her Twin Serpentine Tails. Once a victim is grappled, she attempts a Drowning Embrace to pull them beneath the surface — or, for favored or defiant victims, invokes her Serpent’s Curse to bind them eternally to her domain.

If pressed, she uses control water to divide the battlefield, retreating through depths only she can command. Her goal is rarely slaughter; she prefers transformation, subjugation, and remembrance — for in her mind, every serpent that serves her was once a lover who broke faith.

Melusine, the Serpent-Blooded Lady of the Moonlit Depths
Create

Haunting, serpentine water spirit cursed by love and bound to the still depths
CR 10
XP 9,600
N Medium fey (aquatic, shapechanger)


Init +7; Senses darkvision 60 ft., low-light vision; Perception +20


DEFENSE

AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 142 (15d6+75)
Fort +10, Ref +14, Will +13
DR 10/cold iron; SR 21
Immune charm, sleep; Resist cold 10, electricity 10
Weaknesses bound to water


OFFENSE

Speed 30 ft., swim 60 ft.
Melee 2 tails +17 (2d6+6 plus grab)
Special Attacks drowning embrace, serpentine constriction (2d8+6), serpent’s curse, spell-like abilities
Space 5 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th; concentration +14)

  • Constantwater breathing
  • At willcharm person (DC 17), detect thoughts (DC 18), disguise self, hydraulic push, speak with animals (aquatic only)
  • 3/dayhold person (DC 18), suggestion (DC 19), major image (DC 19), water walk
  • 1/daycontrol water (DC 21), mass charm monster (DC 23)

STATISTICS

Str 18, Dex 18, Con 20, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +11 (+15 grapple); CMD 25
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus (Perform [sing]), Weapon Focus (tail), Iron Will
Skills Bluff +20, Diplomacy +26, Knowledge (nature) +13, Perception +20, Perform (sing) +26, Sense Motive +18, Stealth +17, Swim +20
Languages Aquan, Common, Sylvan; telepathy 60 ft.


SPECIAL ABILITIES

Bound to Water (Ex):
A Melusine cannot survive for more than 24 hours away from a natural body of fresh water. Each hour beyond this limit, she takes 1d6 points of Constitution damage as her flesh desiccates and her tails grow brittle.


Serpentine Tails (Ex):
On a hit, the Melusine may attempt a free grab (CMB +15). While grappling, she constricts for 2d8+6 damage each round. If she grapples two foes, she may constrict only one.


Drowning Embrace (Su):
When grappling a creature in water, the Melusine may pull it beneath the surface. The victim must succeed at a DC 21 Fortitude save or begin drowning as enchanted currents coil around it. Each round it remains grappled, it takes 6d6 cold damage and must save again or fall unconscious.
The save DC is Charisma-based.


Serpent’s Curse (Su):
Once per day as a full-round action, the Melusine targets a creature she has charmed, grappled, or kissed. The victim must succeed at a DC 21 Will save or be transformed into a serpent (as baleful polymorph). The cursed serpent remains mentally bound to her will, serving her until the curse is broken by break enchantment, wish, or her own release.
The save DC is Charisma-based.


Change Shape (Su):
The Melusine can assume a humanoid form or her true serpentine form as a standard action. In humanoid form, she loses her tails and swim speed but gains a +10 circumstance bonus on Bluff and Disguise checks to appear mortal.


TACTICS

Before Combat
Uses disguise self and charm person to lure mortals to the water’s edge. Her song and beauty mask her unease — a lonely immortal seeking companionship or vengeance.

During Combat
Begins with suggestion or hold person, then drags immobilized prey beneath the surface. Against groups, she uses control water or mass charm monster to divide or subvert foes.

Morale
Retreats into deeper water below 30 hp, hiding with major image. Fights to the death if her lair or lake is defiled.


ECOLOGY

Environment temperate or warm freshwater (rivers, lakes, hidden springs)
Organization solitary or with 1–3 serpent thralls
Treasure standard (pearls, enchanted jewelry, and relics of drowned lovers)


DESCRIPTION

A Melusine appears as a hauntingly beautiful woman from the waist up, her lower body forming into two glistening serpentine tails that undulate like liquid silver. Her eyes shimmer with blue-green fire, and her voice carries the ache of forgotten love.

Once mortal and betrayed, the Melusine is forever bound to water — part spirit, part curse. She guards her lake or river jealously, offering comfort or ruin to those who disturb her solitude. Her serpent thralls serve as both companions and reminders of mortals who strayed too close.

By Heinrich Vogeler - https://www.heinrich-vogeler.de/die-praesenzausstellung/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=87746326nhoff_Worpswede (1).jpg, Melusine
By Heinrich Vogeler – https://www.heinrich-vogeler.de/die-praesenzausstellung/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=87746326

The creature looks down at you from the gate of its sumptuous palace. It has the head and breasts of a woman, with the scaly lower body and four reptilian legs of a dragon. A set of bat-like wings protrudes from the creature’s back, its snaky tail curling and twisting as if it had a life of its own. The creature proudly wears an ornate tiara upon its brow.

Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005

Dracolamias, also called melusinae (sing. melusina) are related to both lamias and sphinxes, although they are smarter and more refined, concerning themselves with cultural pursuits such as architecture rather than the pursuit of mortal prey. Dracolamias appear as Large blue-green winged dragons with human women’s heads and chests. Although they can assume fully human shape at will. Their lairs are often magnificent structures, built by the creatures themselves with their magic. Dracolamias are also pretty fond of head ornaments such as crowns, tiaras and diadems, the more regal the better.

Dracolamias are usually found in civilised sites, such as large cities, temples or museums. They have a passion for building and creating, but their twisted souls, impatient and capricious, lack a true artistic sense and always use magic to complete their work, which imposes a perpetual flaw in their talent.

Dracolamias are not above falling in love with human beings, which has given birth to many a legend of the tragic union between a mortal and a monster. As with their crafts, children created by dracolamias always have some flaw. The children born of dracolamias are often anomalous.

Dracolamias speak their own language, plus Common and Draconic.

Dracolamia  
Medium magical
beast
(Water)  
Hit Dice7d10+7 (45 hp)
Initiative+4
Speed40 ft. (8 squares), Fly 40 ft. (poor), Swim 80 ft.
AC22 (+4 Dexterity, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple+7/+10
AttackClaw +10 melee (1d6+3) or sceptre +10 melee (1d6+3) or touch (1d3 Wisdom drain)
Full Attack2 claws +10 melee (1d6+3) and sceptre +8/+3 melee (1d6+1) or touch (1d3 Wisdom drain)
Space/Reach5 ft. /5 ft.
Special AttacksCry of doom, spells, spell-like abilities, Wisdom drain
Special QualitiesDarkvision 60 ft., human form, Low-Light Vision
SavesFort +6, Ref +9, Will +6
AbilitiesStrength 16, Dexterity 18, Constitution 12, Intelligence 19, Wisdom 14, Charisma 18
SkillsAppraise +18 (+20 when appraising stonework), Concentration +11, Craft (stonemasonry) +21, Disguise +18*, Knowledge (architecture and engineering) +14, Search +4 (+6 when looking for secret doors or compartments), Swim +21
FeatsIron Will, Multiattack, Skill Focus (Craft (stonemasonry))
EnvironmentAny (cities)
OrganisationSolitary or pair
Challenge Rating8
TreasureTriple standard
AlignmentOften chaotic evil
Advancement8-21 HD (Large)
Level Adjustment+4

Combat

Dracolamias prefer to fight using the few offensive spells and spell-like abilities they have, engaging in physical combat only when cornered (which is hard to achieve given the creature’s same spells and spell-like abilities).

Cry of Doom (Su): Three times per day, a dracolamia can emit a penetrating wail that causes every living creature within 100 feet of the dracolamia to make a Will save (DC 17, Charisma based). Failure at this save means the creature is cursed as per the bestow curse spell at caster level 7. Dracolamias themselves are unaffected by a cry of doom.

Spells: Dracolamias can cast arcane spells as 14th level wizards. Save DCs are Intelligence based.

Typical Wizard Spells Memorised (4/5/5/5/5/3/3/2; save DC 14 + spell level):

Spell-Like Abilities:

Caster level 14th. Save DCs are Charisma based.

Wisdom Drain (Su): The touch of a dracolamia in its natural form forces a victim to make a Will save (DC 17, Charisma based) or suffer 1d3 points of permanent Wisdom drain. The dracolamia is not healed in any way by using this ability. A dracolamia in human form loses this ability.

Human Form (Su): At will, as a free action, a dracolamia can assume human form indefinitely. While in human form, a dracolamia can relate to humans and even bear human children (although these are usually anomalous creatures). If a dracolamia is submerged in water, it immediately reverts to its natural form.

Skills: A dracolamia gains a +4 racial bonus on Appraise, Craft (stonemasonry) and Disguise checks.

*When in human form, a dracolamia gains a +10 circumstance bonus on Disguise checks made to pass as a human being. It gains a +8 racial bonus on Swim checks. A dracolamia can always take 10 on Swim checks, even if rushed or threatened. It can use the run action while swimming, provided it swims on a straight line.

Melusine, the Serpent-Blooded Lady of the Moonlit Depths
Create

Haunting, serpentine water fae cursed with immortal beauty and dominion over serpents
CR 13 / MR 4
XP 25,600
Female mythic Melusine
N Medium fey (aquatic, mythic, shapechanger)


Init +9; Senses darkvision 60 ft., low-light vision; Perception +23


DEFENSE

AC 28, touch 16, flat-footed 22 (+4 Dex, +2 insight, +10 natural, +2 deflection)
hp 190 (18d6 + 108)
Fort +13, Ref +17, Will +15
DR 10/cold iron; SR 24
Immune charm, sleep; Resist cold 10, electricity 10
Weaknesses bound to water


OFFENSE

Speed 30 ft., swim 70 ft.
Melee 2 serpentine tails +20 (2d6 + 8 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks drowning embrace (DC 22), serpentine constriction (2d8 + 8), serpent’s curse (DC 23), serpent thralls, spell-like abilities, mythic power (6/day, surge +1d8)

Spell-Like Abilities (CL 13th; concentration +17)

  • Constantfreedom of movement, water breathing
  • At willcharm monster (DC 20), detect thoughts (DC 19), disguise self, hydraulic push, suggestion (DC 20), speak with animals [aquatic]
  • 3/dayhold monster (DC 21), major image (DC 20), control water (DC 22), greater invisibility, mass suggestion (DC 22)
  • 1/daymirage arcana (DC 23), mass charm monster (DC 24), control weather

STATISTICS

Str 18, Dex 18, Con 24, Int 14, Wis 18, Cha 23
Base Atk +9; CMB +13 (+17 grapple); CMD 29
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Iron Will, Skill Focus (Diplomacy), Skill Focus (Perform [sing]), Weapon Focus (tail), Greater Spell Focus (Enchantment)
Skills Bluff +25, Diplomacy +31, Knowledge (nature) +17, Perception +23, Perform (sing) +31, Sense Motive +22, Stealth +20, Swim +25
Languages Aquan, Common, Sylvan; telepathy 100 ft.


SPECIAL ABILITIES

Bound to Water (Ex):
A Melusine cannot survive more than 24 hours away from a natural freshwater body. Each hour beyond this limit she takes 1d6 Con damage; if slain on land, she petrifies into pale stone until returned to her lake, where she reforms in 3 days.


Serpentine Tails (Ex):
On a successful hit she may attempt a free grab (CMB +17). While grappling, she constricts for 2d8 + 8 damage each round. Her twin tails can maintain two grapples simultaneously.


Drowning Embrace (Su):
When grappling a foe in water, the Melusine may draw it beneath a whirl of living current. The victim must succeed at a DC 22 Fortitude save or begin to drown as spectral serpents coil and constrict. Each round it remains grappled it takes 6d6 cold damage and must save again or fall unconscious. (DC Cha-based.)


Serpent’s Curse (Su):
Once per day as a full-round action, the Melusine may target a creature she has charmed, grappled, or kissed. The target must succeed at a DC 23 Will save or be transformed into a serpent thrall (as baleful polymorph), retaining Int 6 and unwavering loyalty to her. She can maintain up to 7 thralls at once; new ones dissolve the oldest into mist. (DC Cha-based.)

Mythic Augmentation: By expending one use of mythic power, the Melusine can create a mythic serpent thrall with telepathic link and independent initiative as her guardian.


Serpent Thralls (Su):
Her thralls obey mental commands within 100 ft. (see below for stat summary). If a thrall slays a creature, the Melusine gains 10 temporary hp.

Serpent Thrall Statistics: CR 4; AC 17; hp 45; Init +3; Atk +10 (1d6 + 3 plus poison); Swim 40 ft.; SQ telepathic bond with Melusine.


Change Shape (Su):
She can assume a humanoid form or her true serpentine form as a standard action. In humanoid form she loses her tails and swim speed but gains +10 on Bluff and Disguise checks to pass as mortal.


Mythic Power (Su): 6/day, surge +1d8. She may spend one use to augment a spell-like ability (+4 CL, +2 DC), heal 25 hp as a free action, or cast charm monster or suggestion as a swift action.


TACTICS

Before Combat Uses disguise self and mass suggestion to lure intruders to her shore. She sings softly, layering illusions of light and beauty to conceal danger.

During Combat Opens with control water to reshape terrain, then charms or immobilizes opponents. She focuses on isolating one foe for her Drowning Embrace while thralls harry others. When pressed, she spends mythic power to heighten hold monster or summon a mythic thrall.

Morale Retreats beneath the surface if reduced below 40 hp, concealing herself with mirage arcana and songs of sorrow. If her lake is defiled, she fights to the death.


ECOLOGY

Environment temperate or warm freshwater (lakes, sacred springs, ancient ruins)
Organization solitary or with 2–7 serpent thralls
Treasure double standard (pearls, enchanted jewelry, sunken relics)


DESCRIPTION

The mythic Melusine appears as a woman of otherworldly beauty whose lower body divides into twin emerald serpents that move with liquid grace. Her eyes glow like moonlight on water, and her voice can still a tempest or call one forth.

Once a betrayed mortal princess, she is now the immortal warden of oaths and rivers. Those who pollute her waters or betray their vows are condemned to join her as serpents in perpetual penance.

Legends whisper that on the stillest nights, her song ripples across the lake—half lament, half warning to all who would break faith beneath the moon.

Melusine, the Serpent-Blooded Lady of the Moonlit Depths
Create

Large Fey (Shapechanger), Chaotic Neutral


Armor Class 18 (Natural Armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft., swim 60 ft.


STRDEXCONINTWISCHA
18 (+4)18 (+4)20 (+5)14 (+2)17 (+3)22 (+6)

Saving Throws Dex +9, Wis +8, Cha +11
Skills Arcana +7, Deception +11, Insight +8, Nature +7, Perception +8, Persuasion +11, Stealth +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Sylvan, Aquan; telepathy 120 ft.
Challenge 13 (10,000 XP) • Proficiency Bonus +5


Amphibious.

Melusine can breathe both air and water.

Shapechanger.

As an action, Melusine transforms between her humanoid and serpentine forms.
In humanoid form, she appears as a woman of ethereal beauty with faintly scaled skin and eyes like moonlight on water.
In serpentine form, her lower body divides into twin serpentine tails; she gains a swim speed of 60 ft. and can make two tail attacks.

Bound to Water.

Melusine must remain within 1 mile of a natural freshwater source.
If she moves farther away, she takes 14 (4d6) necrotic damage every hour and turns to stone at 0 hit points.
Immersing the statue in her lake restores her to life after 3 days.

Mythic Resilience (Recharges after a Long Rest).

When Melusine is reduced to 0 hit points, she sheds her skin and assumes her True Serpent Form, regaining 100 hit points and fighting for 1 minute.
In this form, her tails deal +2d8 cold damage, she can cast control water and mass suggestion as bonus actions, and she immediately summons two Serpent Thralls.
After this minute, she cannot use Mythic Resilience again until she completes a long rest.


Spellcasting

Melusine is a 13th-level spellcaster (spell save DC 19, +11 to hit with spell attacks).
Her spellcasting ability is Charisma, and she requires no material components.

At Will: charm person, detect thoughts, minor illusion, suggestion, water breathing
3/day each: hold monster, control water, greater invisibility, dominate person, wall of water
1/day each: mass suggestion, mirage arcana, control weather


Actions

Multiattack.

Melusine makes two Serpentine Tail attacks or one Serpentine Tail and one Serpent’s Kiss if a target is charmed.

Serpentine Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) bludgeoning damage. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17).
Until the grapple ends, the target is restrained, and Melusine can’t constrict another with that tail.

Constrict.

A grappled creature takes 18 (4d8) bludgeoning damage at the start of each of its turns.
If the creature is underwater, it must also succeed on a DC 17 Constitution saving throw or begin drowning.

Serpent’s Kiss (Recharge 5–6).

Melusine targets one charmed or grappled creature within 5 feet.
That creature must make a DC 19 Wisdom saving throw. On a failure, it transforms into a Serpent Thrall under Melusine’s control.
Melusine can control up to 7 thralls; creating another causes the oldest to dissolve into mist.
A greater restoration or wish spell ends this effect.


Reactions

Serpentine Reflex.

When a creature within 10 feet hits Melusine with a melee attack, she can use her reaction to attempt to grapple that creature (escape DC 17).
If she succeeds, the attack’s damage is halved.


Legendary Actions

Melusine can take 3 legendary actions, choosing from the options below.
Only one can be used at a time, and only at the end of another creature’s turn.
She regains spent legendary actions at the start of her turn.

  • Tail Lash. Melusine makes one Serpentine Tail attack.
  • Charming Gaze (Costs 2 Actions). One creature Melusine can see within 30 feet must succeed on a DC 19 Wisdom saving throw or be charmed until the end of her next turn.
  • Mist Shroud (Costs 3 Actions). Melusine creates a 20-foot-radius mist centered on herself. The area becomes lightly obscured, and she can see through it as if it were clear.

Lair Actions

On initiative count 20 (losing ties), Melusine can take a lair action when within or near her lake:

  • Churning Waters. Waves surge in a 30-foot radius. Each creature in the water must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Whispering Serpents. Spectral serpents slither through the air; creatures of Melusine’s choice must succeed on a DC 19 Wisdom saving throw or be frightened until the next round.
  • Call of the Deep. The lake pulls at intruders—two creatures within 60 feet must succeed on a DC 17 Strength saving throw or be dragged 20 feet toward the water’s center.

Combat Tactics

Melusine opens battle with mass suggestion or greater invisibility, dividing foes and charming the strongest.
She retreats underwater, striking from concealment with control water and her serpentine tails.
If pressed, she constricts foes while charming others into thralls.
When reduced to half her health, she triggers Mythic Resilience, summoning serpents and flooding the battlefield in a storm of water and illusion.


Description

A vision of tragic beauty, Melusine is half woman, half twin-tailed serpent, her scales glimmering like moonlit emerald.
Her voice can calm a storm—or summon one. Those who betray vows or defile sacred waters are cursed to slither as her serpent kin, bound forever to her lake.

“She smiles like the water’s surface—serene above, fathomless below.”


Once a mortal touched by Melusine’s curse, a Serpent Thrall is a twisted blend of human and serpent. Its lower body coils like polished emerald, while scaled arms end in clawed hands. Veins of faint moonlight glow beneath its skin, and slit-pupiled eyes reflect the waters of its mistress’s lair. Thralls move with uncanny grace, acting with precision and devotion to Melusine’s will. Outside her presence, they grow restless, whispering in hisses and moving like living shadows in water.


Medium monstrosity (shapechanger), chaotic neutral
CR 5 (1,800 XP)

Armor Class: 15 (natural armor)

Hit Points: 75 (10d8 + 30)

Speed: 30 ft., swim 40 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)10 (+0)12 (+1)14 (+2)

Saving Throws: Dex +4, Con +5, Wis +3
Skills: Stealth +4, Perception +3, Deception +4
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed while within 1 mile of Melusine
Senses: Darkvision 60 ft., tremorsense 30 ft., passive Perception 13
Languages: Abyssal, Sylvan, and one language of former life
Challenge: 5 (1,800 XP)


Traits

Amphibious. The Serpent Thrall can breathe air and water.

Linked Servitude. While within 1 mile of Melusine, the Thrall can communicate telepathically with her and all other Thralls. It shares basic sensations and can act with perfect coordination.

Shapechanger. As an action, the Thrall can transform between its humanoid form, serpentine form, or hybrid form. Movement speed changes accordingly: Humanoid 30 ft., Serpent 40 ft. swim. Attack stats remain the same in all forms.

Venomous Blood. When the Thrall takes slashing or piercing damage, any creature within 5 ft. must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage.


Actions

Multiattack. The Serpent Thrall makes two attacks: one with its fangs and one with its constricting coils.

Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the end of its next turn.

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one Large or smaller creature.
Hit: 11 (2d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the Thrall can’t constrict another target.


Bonus Actions

Serpent’s Shift. While touching water, the Thrall can vanish into the surface and reappear up to 20 ft. away in another patch of water it can see.


Reactions

Protect the Mistress. When Melusine takes damage within 60 ft., the Thrall can move up to its speed toward her and gain resistance to all damage until the start of its next turn.


Tactics

Serpent Thralls operate with coordinated precision. They soften enemies with venomous bites and constriction, then pull them into water to drown. Thralls retreat if heavily damaged or if Melusine signals withdrawal, preserving themselves for future battles. They excel at ambushes, guarding underwater passages, or swarming intruders in groups of 2–5.

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