HellHound
ENnies winner and NOT Scrappy Doo
Infernal Medusa
Also appeared as the Alabaster Maiden in Necromancer's Legacy
[imager]http://www.psi-soft.co.uk/images/M/LG/InfernalMedusa.JPG[/imager]
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 22 (+2 Dex, +10 Natural)
Attacks: Slam +6 melee, Snakes +3 melee
Damage: Slam 1d8+3, Snakes 1d4 and poison
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Deadly Gaze, Poison
Special Qualities: Damage Reduction 10 / +3, Turn
Resistance +2, Undead, Magic Vulnerability
Saves: Fort +2, Refl +4, Will +6
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 13, Cha 20
Skills: Bluff +11, Disguise +6, Move Silently +11, Spot +12, Listen +10
Feats: Weapon Finesse (snakes), Toughness, Alertness
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: By character class
The first Infernal Medusa is said to have been created by an Arch-Devil who had fallen in love with a Medusa who was later struck by her own gaze and turned to stone. Rather than bring her back to flesh, the Arch-Devil in question had her re-sculpted and then animated her now-statuesque form to be his eternal consort.
The procedure has since been reproduced on several occasions, always producing these beautiful, infernal monsters. The form of the Infernal Medusa is that of a
beautiful, alabaster woman with serpentine hair, seemingly made of actual alabaster (as she is). Her eyes are pure black, appearing as pits into the void to those few who
survive her gaze. Because her skin tone and form is more closely human, the Infernal Medusa has a much easier time than normal medusas insinuating themselves into cities.
Infernal Medusas prize art, jewellery, and wealth, although their unlives do not revolve around these goals as much as they did in life.
COMBAT
Infernal Medusas disguise their true form until victims are within range of it’s attacks, using subterfuge and bluffing to convince it’s victim that they are not in danger. She rarely carries any weapons, unless highly appropriate to their class or mission (or a particularly prized magic item). Their magically stony form prevents most weapon damage, and being undead they are immune to their own gaze, and are therefore usually more brave in combat than most medusae.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Deadly Gaze (Su): Slay living, 30 foot range, resisted with a Fortitude Save (DC 18)
Darkvision (Ex): Infernal Medusas have 90 foot darkvision.
Poison (Ex): Persons struck by the Infernal Medusa’s snakes are also injected with their lethal poison. Fortitude Save (DC 18), initial damage 1d8 temporary Strength, secondary damage 2d8 temporary Strength.
Magic Vulnerability (Ex): A transmute rock to mud spell slows her (as the slow spell) for 2d6 rounds with no saving throw, while transmute mud to rock heals all of her lost hit
points. A stone to flesh spell makes her vulnerable to any normal attack for the next 1d4 rounds.
Also appeared as the Alabaster Maiden in Necromancer's Legacy
[imager]http://www.psi-soft.co.uk/images/M/LG/InfernalMedusa.JPG[/imager]
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 22 (+2 Dex, +10 Natural)
Attacks: Slam +6 melee, Snakes +3 melee
Damage: Slam 1d8+3, Snakes 1d4 and poison
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Deadly Gaze, Poison
Special Qualities: Damage Reduction 10 / +3, Turn
Resistance +2, Undead, Magic Vulnerability
Saves: Fort +2, Refl +4, Will +6
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 13, Cha 20
Skills: Bluff +11, Disguise +6, Move Silently +11, Spot +12, Listen +10
Feats: Weapon Finesse (snakes), Toughness, Alertness
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: By character class
The first Infernal Medusa is said to have been created by an Arch-Devil who had fallen in love with a Medusa who was later struck by her own gaze and turned to stone. Rather than bring her back to flesh, the Arch-Devil in question had her re-sculpted and then animated her now-statuesque form to be his eternal consort.
The procedure has since been reproduced on several occasions, always producing these beautiful, infernal monsters. The form of the Infernal Medusa is that of a
beautiful, alabaster woman with serpentine hair, seemingly made of actual alabaster (as she is). Her eyes are pure black, appearing as pits into the void to those few who
survive her gaze. Because her skin tone and form is more closely human, the Infernal Medusa has a much easier time than normal medusas insinuating themselves into cities.
Infernal Medusas prize art, jewellery, and wealth, although their unlives do not revolve around these goals as much as they did in life.
COMBAT
Infernal Medusas disguise their true form until victims are within range of it’s attacks, using subterfuge and bluffing to convince it’s victim that they are not in danger. She rarely carries any weapons, unless highly appropriate to their class or mission (or a particularly prized magic item). Their magically stony form prevents most weapon damage, and being undead they are immune to their own gaze, and are therefore usually more brave in combat than most medusae.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Deadly Gaze (Su): Slay living, 30 foot range, resisted with a Fortitude Save (DC 18)
Darkvision (Ex): Infernal Medusas have 90 foot darkvision.
Poison (Ex): Persons struck by the Infernal Medusa’s snakes are also injected with their lethal poison. Fortitude Save (DC 18), initial damage 1d8 temporary Strength, secondary damage 2d8 temporary Strength.
Magic Vulnerability (Ex): A transmute rock to mud spell slows her (as the slow spell) for 2d6 rounds with no saving throw, while transmute mud to rock heals all of her lost hit
points. A stone to flesh spell makes her vulnerable to any normal attack for the next 1d4 rounds.
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