Medusa, Mortal of the Three Gorgons
“Medusa: One deadly gaze from this cursed beauty will turn your bravest heroes into lifeless stone!”

- Alias – The Gorgon, Stone Mother, The Cursed Beauty, She of the Serpent Hair
- Gender – Female
- Race – Gorgon (formerly Human)
- Occupation – Exile, Guardian of Ruins, Cursed Priestess
- Religion – Former devotee of the Goddess of wisdom and war (Athena); now lapsed, bitter toward all deities
- Allies – Rarely any, but may temporarily ally with outcasts, cursed beings, or those seeking vengeance on the divine
- Enemies – Divine agents, heroes seeking glory, clerics of justice, adventurers unaware of the truth behind her curse
- Abode/ Base of operations – Ancient temple ruins, underground labyrinths, petrified groves, or forgotten island sanctuaries
- Nationality – Originates from an ancient, lost Hellenic-style civilization; no nation now claims her
- Languages – Common, Infernal, Abyssal, and Celestial (taught during her priestesshood)
- Alignment – Chaotic Neutral (with rare shifts toward Chaotic Evil or Chaotic Good depending on story arc or DM discretion)
- Affiliation(s) – None officially; once part of a religious order, now a solitary legend whispered among monster hunters and cursed cults
- Significant others – None known; myths claim betrayal by the sea god (Poseidon); has been courted or hunted by mortals, but no lasting bond
Once a mortal woman of surpassing beauty, Medusa’s tale is one of divine betrayal, monstrous transformation, and haunting isolation. According to ancient legend, Medusa served as a devoted priestess of a goddess of wisdom and war. Her life was torn apart when she was violated by a god within the sacred walls of her temple. Instead of justice, she received a curse—cast out and twisted into a creature of terror by the very deity she had worshipped.
Her once-glorious hair became a nest of writhing serpents, her radiant eyes corrupted to hold a deathly magic: the power to turn flesh into stone with a single glance. Cast into exile, Medusa withdrew into ruins, caves, and forgotten temples, where time slowed and silence grew thick. She became a tale mothers told to frighten children—and a prize for foolhardy adventurers seeking glory.
But Medusa is no mindless beast. She remembers her past vividly, often bitterly, and her loneliness simmers into cruelty. Yet, she is not without reason. Some say she speaks to the statues she creates, selecting her victims with eerie precision. Others claim she guards ancient secrets or forbidden relics. A few even whisper that she seeks redemption—or revenge against the gods who cursed her.
Personality and Motivation
Medusa is a tragic figure: vengeful yet melancholic, intelligent yet cursed. She harbors deep resentment toward divine beings and those who abuse power. Her motivations range from self-preservation to calculated manipulation. She might lure adventurers with riddles and bargains, especially if they show respect or share her disdain for the gods.
Her loneliness is her deepest wound, hidden beneath layers of suspicion and cruelty. Some rare individuals may even earn her trust—if they prove immune to fear, pity, or greed.
Influence on the World
Medusa’s petrifying gaze has left scattered stone graveyards across the wilds—remnants of ambitious warriors and unlucky travelers. Locals speak of cursed gardens filled with lifelike statues, and of snake-haired women glimpsed in reflections. Some cults revere her as a symbol of feminine wrath or divine injustice. Others seek her blood, rumored to possess properties that can grant immortality or restore youth.
Her lairs often become places of dark power, radiating magical energy that distorts the land and draws in creatures of shadow and ruin.
Appearance

Medusa appears as a humanoid woman with graceful yet unnerving beauty. Her skin has a faint green or stone-gray tint, and her eyes shimmer like polished emeralds—hypnotic and deadly. Her hair is a writhing mass of living serpents, each one hissing and watching independently. Scales run along her arms and collarbone, catching the light like fine armor. Her movements are fluid, elegant, almost regal—until she strikes.
In moments of anger, her monstrous nature surges to the surface: her fangs lengthen, her eyes glow with eerie light, and her snakes lash out like whips.
Medusa is not merely a monster; she is a myth given flesh, a symbol of power twisted by cruelty. To face her is to confront a living legend—and to risk becoming part of it.
Medusa 5e
Medusa 3.5
Medusa, Mortal of the Three Gorgons

Medium Monstrosity (Mythic), Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 150 (20d8 + 60) | Resets to 150 HP upon Mythic Phase activation
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 16 (+3) | 17 (+3) | 20 (+5) |
Saving Throws Dex +9, Wis +8, Cha +10
Skills Deception +10, Insight +8, Stealth +9, Arcana +8, Persuasion +10
Damage Resistances Psychic, Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Infernal, Abyssal, Celestial
Challenge 19 (22,000 XP) | Mythic Rank 1
Proficiency Bonus +5
Mythic Trait: Curse of Endless Reflection
When Medusa is reduced to 0 HP, she doesn’t die. Instead, her HP resets to 150, all conditions affecting her end, and she enters her Mythic Phase. This transformation can occur once per long rest. While in Mythic Phase:
- Her spells are treated as if cast at +1 level.
- Petrifying Gaze bypasses immunity unless eyes are averted.
- She gains Legendary Resistance (3/day) if not already used.
Petrifying Gaze (Recharge 5–6)
When a creature starts its turn within 30 feet of Medusa and can see her eyes, it must succeed on a DC 18 Constitution saving throw or become restrained. The creature repeats the save at the end of its next turn. On a second failure, it is petrified until freed by greater restoration, remove curse, or similar magic.
A creature can avert its eyes to avoid the save, but while doing so it is considered to be fighting blind:
- The creature makes all attack rolls against Medusa at disadvantage.
- Medusa makes attack rolls against that creature with advantage.
Spellcasting
Medusa is a 9th-level spellcaster (Charisma-based; spell save DC 18, +10 to hit):
- Cantrips (at will): Thaumaturgy, Mage Hand, Minor Illusion, Poison Spray
- 1st level (4 slots): Shield, Command, Detect Magic
- 2nd level (3 slots): Mirror Image, Hold Person
- 3rd level (3 slots): Counterspell, Bestow Curse
- 4th level (3 slots): Greater Invisibility, Phantasmal Killer
- 5th level (2 slots): Wall of Force, Dominate Person
Actions
Multiattack. Medusa makes two attacks: one with Serpent Hair and one with her Jeweled Dagger.
Serpent Hair. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing + 9 (2d6 + 2) poison damage. DC 16 Constitution save or become poisoned for 1 minute (disadvantage on Wisdom saves).
Jeweled Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing + 2d8 psychic damage if the target is under a spell effect.
Legendary Actions (3/round)
Medusa can take 3 legendary actions, choosing from the options below:
- Gaze Shift. Force a creature within 60 ft. to make a DC 16 Wisdom save or be frightened until end of its next turn.
- Slithering Strike (2 Actions). Attack with Serpent Hair, then move 15 ft. without provoking opportunity attacks.
- Mirror Veil (3 Actions). Medusa gains half cover and advantage on saves vs spells until her next turn.
Mythic Actions (Usable only during Mythic Phase)
Medusa can use 1 Mythic Action at the end of another creature’s turn:
- Stone Bloom (1/Phase). 20-ft radius eruption. DC 18 Dex save or 27 (6d8) force damage and knocked prone. Destroys statues.
- Eyes of the Forgotten (Recharge 5–6). DC 18 Charisma save or take 4d10 psychic damage and become blinded for 1 round.
- Rebirth of Rage (2 Actions, 1/Phase). Gains Mirror Image and Haste effects until end of next turn, or resistance to all damage.
- Mythic Mirror Image (1 Action, Recharge 5–6). While Mirror Image is active, one randomly selected duplicate may emit a weaker version of Medusa’s gaze. One creature within 10 feet of a duplicate must succeed on a DC 15 Constitution saving throw or become restrained until the end of its next turn.
Lair Actions (Initiative Count 20, 1/round)
Medusa may take a lair action in her stone-infested domain:
- Stone Garden. Summon 1d2 Stone Defenders from petrified victims. Lasts 1 minute.
- Enhanced Reflected Nightmare. All mirrored surfaces reflect Medusa’s form. Until the end of the next round, creatures that look into mirrored surfaces must make a DC 18 Constitution saving throw or begin turning to stone, as if affected by Petrifying Gaze. Additionally, creatures targeting her must roll a d20: on a 5 or lower, the attack hits an illusion.
- Voices of the Lost. Spectral screams erupt. All creatures within 60 ft. must succeed on a DC 16 Wisdom save or take 3d6 psychic damage and become deafened.
Regional Effects
The area within 1 mile of Medusa’s lair is warped by her cursed presence:
- Statues Weep. Random statues in the region cry blood or venom.
- Dreams of Stone. Humanoids that sleep nearby have nightmares and gain no benefit from rest (DC 14 Wisdom save).
- The Echoing Curse. Those who speak her name aloud within the region must succeed on a DC 14 Charisma save or suffer bane for 10 minutes.
“You cannot kill a legend. You only sculpt another warning.” — Medusa
Stone Defender

Medium Construct, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 8 (-1) | 18 (+4) | 6 (-2) | 12 (+1) | 7 (-2) |
Saving Throws: Str +7, Con +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Understands Common but can’t speak
Challenge: 5 (1,800 XP)
Traits
Immutable Form. The Stone Defender is immune to any spell or effect that would alter its form.
Magic Resistance. The Stone Defender has advantage on saving throws against spells and other magical effects.
Petrifying Presence. Any creature that starts its turn within 5 feet of the Stone Defender must succeed on a DC 14 Constitution saving throw or be restrained until the start of its next turn, as if partially petrified.
Actions
Multiattack. The Stone Defender makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone.
Reactions
Stone Guard. When a creature the Stone Defender can see attacks a target other than it within 5 feet, the Stone Defender can impose disadvantage on the attack roll.
Lair Action Synergy
- Stone Defenders summoned by Medusa’s Stone Garden lair action last for 1 minute or until destroyed.
- They act immediately after Medusa in initiative order.
- Designed to block and restrain foes, controlling the battlefield.
Medusa

This monster’s form is like that of a human woman, but only barely so her feet are brass talons, her teeth are fangs, golden scales cover her body, great brass-feathered wings sprout from her back, and her hair is a writhing mass of snakes. She nocks an arrow to her shortbow as she glares in your direction.
Relics & Rituals: Olympus© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.By W. Jason Peck, Aaron Rosenberg,
Christina Stiles and Relics & Rituals: Olympus team
Medusa hates all humans, for she was once like them a very beautiful woman, in fact before the gods twisted her into her present form, which resembles that of her immortal gorgon sisters, Sthenno and Euryale. She enjoys turning living beings of all types to stone, though she also takes great pleasure in killing them with her bow. Medusa always takes valuables from her victims: jewelry, art objects, magic items, and, of course, coins.
Medusa is 6 feet tall and weighs 200 pounds. She speaks Common and Elven.
Medusa (Unique) | |
---|---|
Medium monstrous humanoid, 12th-Level Fighter | |
Hit Dice | 6d8+14d10+40 (144 hp) |
Initiative | +8 (+4 Dexterity, +4 Improved Initiative) |
Speed | 30 ft. (6 squares), Fly 60 ft. (good) |
Armor Class | 22 (+4 Dexterity, +8 natural), touch 14, flat-footed 18 |
Base Attack/Grapple | +20/+25 |
Attack | Shortbow +27 ranged (1d6+3/19-20/x3, +3 shortbow) or longsword +23 melee (1d8+5/19-20/x2, +2 longsword) or talon +21 melee (1d8+5) or snakes +23 melee (1d4 plus poison) |
Full Attack | Shortbow +27/+22/+17/+12 (1d6+3/19-20/x3, +3 shortbow) or longsword +23/+18/+13/+8 (1d8+5/19-20/x2, +2 longsword) or longsword +23 (1d8+5/19-20/x2, +2 longsword) and 2 talons +18 (1d8+3) and snakes +23 melee (1d4 plus poison) |
Space/Reach | 5 ft./5ft. |
Special Attacks | Petrifying gaze, poison, poisonous blood |
Special Qualities | Darkvision 60 ft. |
Saves | Fort +10, Ref +16, Will +15 |
Abilities | Strength 16, Dexterity 19, Constitution 14, Intelligence 12, Wisdom 13, Charisma 17 |
Skills | Bluff +10, Diplomacy +5, Hide +12, Intimidate +17, Move Silently +20, Spot +9, Survival +8 |
Feats | Dodge, Great Fortitude, Fly-by Attack, Hover, Iron Will, Mobility, Point Blank Shot, Improved Critical (shortbow), Improved Initiative, Improved Precise Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (shortbow) |
Environment | Any land |
Organization | Unique |
Challenge Rating | 19 |
Treasure | Double standard |
Alignment | Lawful evil |
Advancement | By character class |
Level Adjustment | – |
Combat

Medusa sometimes chooses to use Hide or Move Silently to catch her prey by surprise. More often than not, she uses her bow to attack enemies, frequently raining down arrows from the air. If she’s wounded, she dips her arrow tips or sword blade into her own poisonous blood before attacking. When enemies get too close, she reveals herself, attempting to use her gaze attack to finish them off. Medusa carries a +3 shortbow, +2 longsword, and an efficient quiver.
- Petrifying Gaze (Su): Turn to stone permanently, 30 feet, a DC 16 Fortitude save negates. The save is Charisma-based.
- Poison (Ex): Snakes, Injury, Fortitude DC 15, initial damage 1d6 Strength, secondary damage 2d6 Strength.
- Poisonous Blood (Ex): Medusa’s blood is highly venomous. If she has been wounded, she may tip her weapon with her own blood as a free action before attacking. Injury or Ingested, Fortitude DC 15, initial damage 1d6 Strength, secondary damage 2d6 Strength.
See also Medusa (True Gorgon, Euryale) and Medusa (True Gorgon, Sthenno)