Encounters: Goblin Marches - Hills (Night)
Medusa (CR 7)
Medium Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft. and Spot +8
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Hit Dice: 6d8+6 (33 hp)
Fort +3, Ref +7, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Shortbow +8 ranged; or dagger +8 melee or snakes +8 melee
Full Attack: Shortbow +8/+3 ranged; or dagger +8/+3 melee and snakes +3 melee
Damage: Shortbow1d6/x3; or dagger 1d4/19-20, snakes 1d4 and poison
Special Attacks: Petrifying gaze, poison
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Feats: Point Blank Shot; Precise Shot; Weapon Finesse
Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, and Spot +8
Advancement: By character class
Climate/Terrain: Temperate marshes
Organization: Solitary or covey (2-4)
Treasure: Double standard
Source: Monster Manual
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).
Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.