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Things from the Greek myth
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<blockquote data-quote="Obly99" data-source="post: 8761002" data-attributes="member: 7035194"><p>I will go with the Medusa (Gorgon) based on the franchise Fate. Some abilities are from the mythic medusa (<a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-medusa/" target="_blank">Mythic Medusa – d20PFSRD</a>), the euryale (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/euryale/" target="_blank">Euryale – d20PFSRD</a>), and the stheno (https://thecreaturecodex().tumblr.com/post/647848497308155904/stheno)</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Medusa (Gorgon)</span></strong></p><p></p><p>Female CE Medium monstrous humanoid (abomination)</p><p></p><p><strong>Init</strong> +16; <strong>Senses</strong> darkvision 180 ft., divine senses (x3), scent; Perception +52</p><p></p><p><strong>Aura</strong> divine (DC 27, 100 ft.), elusive aura (DC 53, 100 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 72, touch 55, flat-footed 57 (+13 deflection, +9 Dex, +4 divine, +6 dodge, +13 insight, +17 natural)</p><p></p><p><strong>hp</strong> 630 (30d10+330) fast healing 15, regeneration 15 (epic and lawful)</p><p></p><p><strong>Fort</strong> +47, <strong>Ref </strong>+43, <strong>Will</strong> +41; +4 against neutralize poison, +4 against divine spells and effects, -6 against enchantment</p><p></p><p><strong>Defensive Abilities</strong> absorb essence, all-around vision, divine curse, nondetection, powerful build, sixth sense, snake hair, spurn divinity, visions; <strong>DR</strong> 15/epic and lawful; <strong>Immune</strong> ability damage or drain, acid, curses, disease, energy drain, mind-affecting, petrification, poison, unwilling polymorph, enchantment, illusion and transmutation, death from massive damage; <strong>Resistance</strong> acid 10, cold 20, electricity 10, fire 20, Terrestrial Hazards; <strong>PR/SR</strong> 44</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 90 ft., climb 60 ft., fly 240 ft. (perfect), swim 180 ft.</p><p></p><p><strong>Melee</strong> snake rod +61/+56/+51/+46 (1d10+33 plus poison), bite +49 touch (4d10+10 plus poison), tail slap +49 (1d10+10 plus grab), 8 snake bites +49 (1d10+10 plus poison) or bite +51 touch (4d10+17 plus poison), 2 claws +51 (1d10+17), tail slap +51 (1d10+17 plus grab), 8 snake bites +49 (1d10+10 plus poison)</p><p></p><p><strong>Ranged </strong>snake fangs +57/+57/+42/+47/+42 (2d10+4/x3 plus poison)</p><p></p><p><strong>Special Attacks</strong> animate statue, breath weapon (DC 40, 60 ft. cone, 30d10 sonic damage), faith-stealing strike (DC 42), favored enemy (+4), irresistible poison, mythic power (4/day, surge +1d8), pandemonium cetus (DC 48), penetrating bite, petrifying gaze (DC 42, range 120 ft.), poison (DC 40, 1d6 Dex drain and paralyzed), poisonous blood, shattering shriek, snake independence, snake rod</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 34th, concentration +51)</p><p></p><p><strong>At will</strong>—banishment (DC 33), bear’s endurance, discern location, fire shield, flesh to stone (DC 33), giant vermin, greater magic fang, hold monster (DC 32), magic fang, mark of justice, mass charm monster (DC 35), shapechange, shield of faith, speak with dead (DC 30), spell turning, spider climb, storm of vengeance (DC 36), summon monster VII</p><p></p><p><strong>4/day</strong>—summon snake, wish</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 36, <strong>Dex</strong> 28, <strong>Con</strong> 32, <strong>Int</strong> 26, <strong>Wis</strong> 24, <strong>Cha</strong> 36</p><p></p><p><strong>Base Atk</strong> +30; <strong>CMB</strong> +47; <strong>CMD</strong> 98 (102 vs. trip)</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Dodge, Greater Fortitude, Improved Initiative, Improved Natural Attack (bite), Lunge, Mobility, Multiattack, Run, Spring Attack</p><p></p><p><strong>Epic Feats</strong> Good Fortitude, Improved Dodge, Sixth Sense, Timely Dodge</p><p></p><p><strong>Skills</strong> Climb +21, Escape Artist +15, Fly +54, Intimidate +50, Knowledge (religion) +42, Knowledge (planes) +42, Perception +52, Sense Motive +41, Stealth +41, Swim +54; <strong>Racial Modifiers</strong> +6 racial Escape Artist, +4 Perception</p><p></p><p><strong>Languages</strong> Ancient Greek, Celestial, Giant; telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> change size, divine traits (abomination), integrated class feature (x), might, portfolio (monster, revenge), snake tail, virtual size category +1</p><p></p><p><strong><u>Monster Portfolio Traits (Quasi-Deity)</u></strong></p><p><em>Granted Power:</em> You gain a primary natural bite attack that deals 1d6 plus your Str modifier. If you already have a bite attack, instead that attack increase its damage by one size.</p><p></p><p>• <em>Hunger (Ex)</em>: Even if you do not need to eat, you must consume twice as much food as normal for your species and size. If you fail to do so, you must make a Will save DC 35 or immediately begin looking for food</p><p></p><p>• <em>Material Vulnerability (bronze) (Ex): </em>Suffer 50% extra damage from weapon made of bronze</p><p></p><p>• Cockroach (Su): You are immune to poison</p><p></p><p>• Swamp Thing (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank while in a wilderness areas</p><p></p><p>• Summon Horde (Ex): You always summon twice as many creatures as the spell allows</p><p></p><p><strong><u>Revenge Portfolio Traits (Quasi-Deity)</u></strong></p><p><em>Granted Power:</em> –</p><p></p><p>• <em>Pig’s Splendor (Ex)</em>: Competence penalty to charisma equal to your divine rank</p><p></p><p>• <em>Blinded by Hate (Ex):</em> Competence penalty (equal to your divine rank) against enchantment spells and effects</p><p></p><p>• Hatred (Ex): Favored enemy bonus equal to your divine rank (already calculated in the sheet)</p><p></p><p>• Spirit of Vengeance (Ex): Competence bonus to attack rolls, damage rolls and armor class Always equal to your divine rank against opponents who have injured you that day</p><p></p><p>• Hate Fuelled (Ex): Your summoned creatures have 50% more HD if of an alignment opposed to a favored enemy within your divine aura</p><p></p><p><strong>Animate Statue (Su)</strong></p><p>Medusa can expend one use of mythic power as a swift action to animate one of her petrified statue within 300 ft. for 1 minute. The animated statue use the same sheet of the creature (if reduced to Dex 0 with the poison, Dex return to 1; if reduced to 0 hp with Pandemonium Cetus, hp return equal to the creature HD) but the type change to construct, gains construct traits, hardness 8, +1 natural armor and one slam attack with damage appropriate for the size. The animated statue follow all orders of Medusa to the best of its abilities, even suicide orders and reverts to a statue at the end of this time. If Medusa expends three uses of mythic power when use this ability, the statue remains animated for 24 hours instead of 1 minute.</p><p></p><p><strong>Absorb Essence (Su)</strong></p><p>Whenever a creature that has been petrified is destroyed within 120 feet of Medusa, she gains the effects of a heal spell and a greater restoration spell (both at CL 34th). This effect can trigger only once per round.</p><p></p><p><strong>Change Size (Su)</strong></p><p>As a standard action, Medusa can increase her size, up to Titanic. Every size increase gives her +10 Str, -2 Dex (minimum 10), +4 Cos and an increase to natural armor as written in the Table 1-4: Expanded Changes to Statistics by Size in the Epic Bestiary. This is a polymorph effect.</p><p></p><p><strong>Divine Curse (Ex)</strong></p><p>The existence of Medusa is a divine error. She was once a faithful priestess of a goddess of chastity, but she was insidied by a rival god within her temple. Her goddess, instead of helping her, cursed her for no longer being a virgin, by turning her into a monster. Due to the fact that this is a mistake, an injustice, and a violation of the celestial contract because an innocent mortal has been wrongfully punished by a god, she gains most of the traits of the asuras (<a href="https://pathfinderwiki.com/wiki/Asura" target="_blank">Asura - PathfinderWiki</a>):</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to curses, disease, and poison.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Resistance to acid 10 and electricity 10.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Elusive Aura (Su) Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura’s power. The caster level check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">+6 racial bonus on Escape Artist checks and a +4 racial bonus on Perception checks.</p> </li> </ul><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, Medusa gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Medusa’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Medusa does not age and requires no food or drink to sustain herself.</p><p></p><p><strong>Faith-Stealing Strike (Su)</strong></p><p>When Medusa’s natural attack or melee weapon strikes a creature capable of casting divine spells, that creature must succeed a DC 42 Will save or be unable to cast any divine spells for 1 round. A creature that saves is immune to the faith stealing strike of Medusa for the next 24 hours. The save DC is Charisma based.</p><p></p><p><strong>Grant Spells</strong></p><p>Medusa can grant up to 7th-level spells. This does not require any specific action on Medusa behalf. She grant access to the domains of Chaos, Destruction, and Skalykind and to the subdomains of Ferocity°, Hatred, Petrification°, Rage and Venom.</p><p>°Clerics of Medusa can use the Ferocity and Petrification subdomains to modify the Destruction domain.</p><p></p><p><strong>Irresistible Poison (Ex)</strong></p><p>A creature must roll twice and take the lower result on all saving throws against Medusa’s poison effects. If the creature would normally be immune to poison, the immunity doesn’t apply, but it only needs to roll its save once. Delay poison doesn’t delay her poison effects; they still occur immediately. Medusa gains a +4 bonus on saving throws against neutralize poison cast against her to negate her venomous attacks.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Medusa has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. Medusa can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.</p><p></p><p><strong>Might (Ex)</strong></p><p>Medusa deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.</p><p></p><p><strong>Pandemonium Cetus (Su)</strong></p><p>Medusa unleash all her hatred against the world that has betrayed and abandoned her. As a full-round action that provoke attack of opportunity, once per day, she can unleash a deadly power in a line 120 ft. wide (30 x her DR) that originate from her in a direction of her choice with a range of 1.000 ft. (250 x her DR). Every organic material creature in the area (like most living creatures, undead, or some constructs like flesh golems) must make a Fortitude save DC 48, taking 10d6 Con drain on a failure or 3d6+4 Con damage with a success. If a creature does not have a Con score (like undead or constructs), they take 80d6 divine damage (2d6 x her HD) on a failure or 20d6 with a success. A creature reduced to Con 0 or killed with damage is turned to stone permanently. This ability ignore immunity to Con damage or drain, immunity to Fortitude save or immunity to petrification. Pandemonium cetus cannot be used if Medusa is blinded in one or both her primary eyes (the one of her human head). The save DC is Charisma-based and included a +6 racial bonus.</p><p></p><p><strong>Penetrating Bite (Ex)</strong></p><p>Medusa’s bite penetrates all forms of armor. She resolves her bite attacks against the AC touch of the foe.</p><p></p><p><strong>Petrifying Gaze (Su)</strong></p><p>Turn to stone permanently, 120 feet, Fortitude DC 42 negates. The save DC is Charisma-based.</p><p></p><p><strong>Poison (Ex)</strong></p><p>Bite, snake bites, snake rod—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect paralysis plus 1d6 Dexterity drain; cure 3 consecutive saves. The save DC is Constitution-based. A victim reduced to 0 Dexterity while poisoned turn to stone permanently. A creature immune to petrification is incapable of moving and is effectively immobile as normal.</p><p></p><p><strong>Poisonous Blood (Ex)</strong></p><p>The blood of Medusa is highly poisonous even to the touch. A creature contacting the blood is exposed to the poison of Medusa as described above. The blood loses its potency one hour after being exposed to air.</p><p></p><p><strong>Shattering Shriek (Su)</strong></p><p>Sonic damage from Medusa breath weapon bypasses the hardness of a petrified creature or animated statue, and the damage is not halved when applied to petrified creatures (a typical Medium petrified creature has 30 hit points). A petrified creature that is destroyed by the effects of Medusa’s shattering shriek explodes into a 20-foot burst of jagged stone shards, dealing 20d6 points of bludgeoning, piercing and slashing damage to any creatures in that area (Reflex DC 42 half); this explosion heals Medusa as detailed in absorb essence above. The save DC is Charisma-based.</p><p></p><p><strong>Snake Hair (Ex)</strong></p><p>Medusa has a tangle of snakes instead of hair. This gives hers from all-around vision and 8 bonus attacks of opportunity each round, but these extra attacks can only by performed with her snake bites.</p><p></p><p><strong>Snake Independence (Ex)</strong></p><p>Medusa’s snakes are independently intelligent, even if they are always her (often, for how they behave, you can understand her true intentions), and can attack even when she doesn’t. No matter what action Medusa takes, she can still always make all eight snake bites attacks on her turn. She can make the snake bites attacks (and the extra AoO) even if dazed, staggered or stunned.</p><p></p><p><strong>Snake Rod (Su)</strong></p><p>Any blunt weapon or object Medusa holds becomes a rod of the viper with a +10 enhancement bonus that uses her poison instead of its usual poison. She can flick the snake head of her snake rod to fire poisoned fangs as a ranged attack. Treat these attacks as if she fired arrows from a +10 speed longbow; fangs launched in this manner deliver her poison. This rod of the viper does not have any time limit or daily use.</p><p></p><p><strong>Snake Tail (Ex)</strong></p><p>Medusa can fuse her legs into her long serpentine tail, or back as a move action. She replace her racial bonus against trip with the fact the she can no longer be tripped in this state, but can no longer use boot slot items. This is a polymorph effect, but despite the usual rules, it can be used at the same time as her change size.</p><p></p><p><strong>Spurn Divinity (Ex)</strong></p><p>Medusa gains a +4 racial bonus on all saves against divine spells and effects.</p><p></p><p><strong>Summon Snake (Sp)</strong></p><p>Medusa can summon 6d6 snake swarm, 4d6 emperor cobra or giant sea snake, 3d6 Lamia Matriach, or 2d6 Syricta. The summoned creatures are immune to Medusa’s gaze attack and remain for 1 hour before disappearing. This is equivalent to a 9th level spell.</p><p></p><p><strong>Visions (Ex)</strong></p><p>Medusa's eyes are not only petrifying but allow her to sense quick glimpses of the future. While it is not enough to predict the future, it gives Medusa an insight bonus to AC and saving throws equal to her Charisma bonus, and whenever she would be forced to reroll a d20 or to roll a d20 twice and take the lower result, she takes the higher result of the two rolls instead. Medusa lose this ability if she is blinded in both her primary eyes (the one of her human head).</p></blockquote><p></p>
[QUOTE="Obly99, post: 8761002, member: 7035194"] I will go with the Medusa (Gorgon) based on the franchise Fate. Some abilities are from the mythic medusa ([URL='https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-medusa/']Mythic Medusa – d20PFSRD[/URL]), the euryale ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/euryale/']Euryale – d20PFSRD[/URL]), and the stheno (https://thecreaturecodex().tumblr.com/post/647848497308155904/stheno) [CENTER][B][SIZE=7]Medusa (Gorgon)[/SIZE][/B][/CENTER] Female CE Medium monstrous humanoid (abomination) [B]Init[/B] +16; [B]Senses[/B] darkvision 180 ft., divine senses (x3), scent; Perception +52 [B]Aura[/B] divine (DC 27, 100 ft.), elusive aura (DC 53, 100 ft.) DEFENSE [B]AC[/B] 72, touch 55, flat-footed 57 (+13 deflection, +9 Dex, +4 divine, +6 dodge, +13 insight, +17 natural) [B]hp[/B] 630 (30d10+330) fast healing 15, regeneration 15 (epic and lawful) [B]Fort[/B] +47, [B]Ref [/B]+43, [B]Will[/B] +41; +4 against neutralize poison, +4 against divine spells and effects, -6 against enchantment [B]Defensive Abilities[/B] absorb essence, all-around vision, divine curse, nondetection, powerful build, sixth sense, snake hair, spurn divinity, visions; [B]DR[/B] 15/epic and lawful; [B]Immune[/B] ability damage or drain, acid, curses, disease, energy drain, mind-affecting, petrification, poison, unwilling polymorph, enchantment, illusion and transmutation, death from massive damage; [B]Resistance[/B] acid 10, cold 20, electricity 10, fire 20, Terrestrial Hazards; [B]PR/SR[/B] 44 OFFENSE [B]Speed[/B] 90 ft., climb 60 ft., fly 240 ft. (perfect), swim 180 ft. [B]Melee[/B] snake rod +61/+56/+51/+46 (1d10+33 plus poison), bite +49 touch (4d10+10 plus poison), tail slap +49 (1d10+10 plus grab), 8 snake bites +49 (1d10+10 plus poison) or bite +51 touch (4d10+17 plus poison), 2 claws +51 (1d10+17), tail slap +51 (1d10+17 plus grab), 8 snake bites +49 (1d10+10 plus poison) [B]Ranged [/B]snake fangs +57/+57/+42/+47/+42 (2d10+4/x3 plus poison) [B]Special Attacks[/B] animate statue, breath weapon (DC 40, 60 ft. cone, 30d10 sonic damage), faith-stealing strike (DC 42), favored enemy (+4), irresistible poison, mythic power (4/day, surge +1d8), pandemonium cetus (DC 48), penetrating bite, petrifying gaze (DC 42, range 120 ft.), poison (DC 40, 1d6 Dex drain and paralyzed), poisonous blood, shattering shriek, snake independence, snake rod [B]Spell-Like Abilities[/B] (CL 34th, concentration +51) [B]At will[/B]—banishment (DC 33), bear’s endurance, discern location, fire shield, flesh to stone (DC 33), giant vermin, greater magic fang, hold monster (DC 32), magic fang, mark of justice, mass charm monster (DC 35), shapechange, shield of faith, speak with dead (DC 30), spell turning, spider climb, storm of vengeance (DC 36), summon monster VII [B]4/day[/B]—summon snake, wish STATISTICS [B]Str[/B] 36, [B]Dex[/B] 28, [B]Con[/B] 32, [B]Int[/B] 26, [B]Wis[/B] 24, [B]Cha[/B] 36 [B]Base Atk[/B] +30; [B]CMB[/B] +47; [B]CMD[/B] 98 (102 vs. trip) [B]Feats[/B] Alertness, Combat Reflexes, Dodge, Greater Fortitude, Improved Initiative, Improved Natural Attack (bite), Lunge, Mobility, Multiattack, Run, Spring Attack [B]Epic Feats[/B] Good Fortitude, Improved Dodge, Sixth Sense, Timely Dodge [B]Skills[/B] Climb +21, Escape Artist +15, Fly +54, Intimidate +50, Knowledge (religion) +42, Knowledge (planes) +42, Perception +52, Sense Motive +41, Stealth +41, Swim +54; [B]Racial Modifiers[/B] +6 racial Escape Artist, +4 Perception [B]Languages[/B] Ancient Greek, Celestial, Giant; telepathy 1.000 ft. [B]SQ[/B] change size, divine traits (abomination), integrated class feature (x), might, portfolio (monster, revenge), snake tail, virtual size category +1 [B][U]Monster Portfolio Traits (Quasi-Deity)[/U][/B] [I]Granted Power:[/I] You gain a primary natural bite attack that deals 1d6 plus your Str modifier. If you already have a bite attack, instead that attack increase its damage by one size. • [I]Hunger (Ex)[/I]: Even if you do not need to eat, you must consume twice as much food as normal for your species and size. If you fail to do so, you must make a Will save DC 35 or immediately begin looking for food • [I]Material Vulnerability (bronze) (Ex): [/I]Suffer 50% extra damage from weapon made of bronze • Cockroach (Su): You are immune to poison • Swamp Thing (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank while in a wilderness areas • Summon Horde (Ex): You always summon twice as many creatures as the spell allows [B][U]Revenge Portfolio Traits (Quasi-Deity)[/U][/B] [I]Granted Power:[/I] – • [I]Pig’s Splendor (Ex)[/I]: Competence penalty to charisma equal to your divine rank • [I]Blinded by Hate (Ex):[/I] Competence penalty (equal to your divine rank) against enchantment spells and effects • Hatred (Ex): Favored enemy bonus equal to your divine rank (already calculated in the sheet) • Spirit of Vengeance (Ex): Competence bonus to attack rolls, damage rolls and armor class Always equal to your divine rank against opponents who have injured you that day • Hate Fuelled (Ex): Your summoned creatures have 50% more HD if of an alignment opposed to a favored enemy within your divine aura [B]Animate Statue (Su)[/B] Medusa can expend one use of mythic power as a swift action to animate one of her petrified statue within 300 ft. for 1 minute. The animated statue use the same sheet of the creature (if reduced to Dex 0 with the poison, Dex return to 1; if reduced to 0 hp with Pandemonium Cetus, hp return equal to the creature HD) but the type change to construct, gains construct traits, hardness 8, +1 natural armor and one slam attack with damage appropriate for the size. The animated statue follow all orders of Medusa to the best of its abilities, even suicide orders and reverts to a statue at the end of this time. If Medusa expends three uses of mythic power when use this ability, the statue remains animated for 24 hours instead of 1 minute. [B]Absorb Essence (Su)[/B] Whenever a creature that has been petrified is destroyed within 120 feet of Medusa, she gains the effects of a heal spell and a greater restoration spell (both at CL 34th). This effect can trigger only once per round. [B]Change Size (Su)[/B] As a standard action, Medusa can increase her size, up to Titanic. Every size increase gives her +10 Str, -2 Dex (minimum 10), +4 Cos and an increase to natural armor as written in the Table 1-4: Expanded Changes to Statistics by Size in the Epic Bestiary. This is a polymorph effect. [B]Divine Curse (Ex)[/B] The existence of Medusa is a divine error. She was once a faithful priestess of a goddess of chastity, but she was insidied by a rival god within her temple. Her goddess, instead of helping her, cursed her for no longer being a virgin, by turning her into a monster. Due to the fact that this is a mistake, an injustice, and a violation of the celestial contract because an innocent mortal has been wrongfully punished by a god, she gains most of the traits of the asuras ([URL='https://pathfinderwiki.com/wiki/Asura']Asura - PathfinderWiki[/URL]): [LIST] [*][LEFT]Immunity to curses, disease, and poison.[/LEFT] [*][LEFT]Resistance to acid 10 and electricity 10.[/LEFT] [*][LEFT]Elusive Aura (Su) Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura’s power. The caster level check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.[/LEFT] [*][LEFT]+6 racial bonus on Escape Artist checks and a +4 racial bonus on Perception checks.[/LEFT] [/LIST] [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, Medusa gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Medusa’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Medusa does not age and requires no food or drink to sustain herself. [B]Faith-Stealing Strike (Su)[/B] When Medusa’s natural attack or melee weapon strikes a creature capable of casting divine spells, that creature must succeed a DC 42 Will save or be unable to cast any divine spells for 1 round. A creature that saves is immune to the faith stealing strike of Medusa for the next 24 hours. The save DC is Charisma based. [B]Grant Spells[/B] Medusa can grant up to 7th-level spells. This does not require any specific action on Medusa behalf. She grant access to the domains of Chaos, Destruction, and Skalykind and to the subdomains of Ferocity°, Hatred, Petrification°, Rage and Venom. °Clerics of Medusa can use the Ferocity and Petrification subdomains to modify the Destruction domain. [B]Irresistible Poison (Ex)[/B] A creature must roll twice and take the lower result on all saving throws against Medusa’s poison effects. If the creature would normally be immune to poison, the immunity doesn’t apply, but it only needs to roll its save once. Delay poison doesn’t delay her poison effects; they still occur immediately. Medusa gains a +4 bonus on saving throws against neutralize poison cast against her to negate her venomous attacks. [B]Mythic (Ex)[/B] Medusa has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. Medusa can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. [B]Might (Ex)[/B] Medusa deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD. [B]Pandemonium Cetus (Su)[/B] Medusa unleash all her hatred against the world that has betrayed and abandoned her. As a full-round action that provoke attack of opportunity, once per day, she can unleash a deadly power in a line 120 ft. wide (30 x her DR) that originate from her in a direction of her choice with a range of 1.000 ft. (250 x her DR). Every organic material creature in the area (like most living creatures, undead, or some constructs like flesh golems) must make a Fortitude save DC 48, taking 10d6 Con drain on a failure or 3d6+4 Con damage with a success. If a creature does not have a Con score (like undead or constructs), they take 80d6 divine damage (2d6 x her HD) on a failure or 20d6 with a success. A creature reduced to Con 0 or killed with damage is turned to stone permanently. This ability ignore immunity to Con damage or drain, immunity to Fortitude save or immunity to petrification. Pandemonium cetus cannot be used if Medusa is blinded in one or both her primary eyes (the one of her human head). The save DC is Charisma-based and included a +6 racial bonus. [B]Penetrating Bite (Ex)[/B] Medusa’s bite penetrates all forms of armor. She resolves her bite attacks against the AC touch of the foe. [B]Petrifying Gaze (Su)[/B] Turn to stone permanently, 120 feet, Fortitude DC 42 negates. The save DC is Charisma-based. [B]Poison (Ex)[/B] Bite, snake bites, snake rod—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect paralysis plus 1d6 Dexterity drain; cure 3 consecutive saves. The save DC is Constitution-based. A victim reduced to 0 Dexterity while poisoned turn to stone permanently. A creature immune to petrification is incapable of moving and is effectively immobile as normal. [B]Poisonous Blood (Ex)[/B] The blood of Medusa is highly poisonous even to the touch. A creature contacting the blood is exposed to the poison of Medusa as described above. The blood loses its potency one hour after being exposed to air. [B]Shattering Shriek (Su)[/B] Sonic damage from Medusa breath weapon bypasses the hardness of a petrified creature or animated statue, and the damage is not halved when applied to petrified creatures (a typical Medium petrified creature has 30 hit points). A petrified creature that is destroyed by the effects of Medusa’s shattering shriek explodes into a 20-foot burst of jagged stone shards, dealing 20d6 points of bludgeoning, piercing and slashing damage to any creatures in that area (Reflex DC 42 half); this explosion heals Medusa as detailed in absorb essence above. The save DC is Charisma-based. [B]Snake Hair (Ex)[/B] Medusa has a tangle of snakes instead of hair. This gives hers from all-around vision and 8 bonus attacks of opportunity each round, but these extra attacks can only by performed with her snake bites. [B]Snake Independence (Ex)[/B] Medusa’s snakes are independently intelligent, even if they are always her (often, for how they behave, you can understand her true intentions), and can attack even when she doesn’t. No matter what action Medusa takes, she can still always make all eight snake bites attacks on her turn. She can make the snake bites attacks (and the extra AoO) even if dazed, staggered or stunned. [B]Snake Rod (Su)[/B] Any blunt weapon or object Medusa holds becomes a rod of the viper with a +10 enhancement bonus that uses her poison instead of its usual poison. She can flick the snake head of her snake rod to fire poisoned fangs as a ranged attack. Treat these attacks as if she fired arrows from a +10 speed longbow; fangs launched in this manner deliver her poison. This rod of the viper does not have any time limit or daily use. [B]Snake Tail (Ex)[/B] Medusa can fuse her legs into her long serpentine tail, or back as a move action. She replace her racial bonus against trip with the fact the she can no longer be tripped in this state, but can no longer use boot slot items. This is a polymorph effect, but despite the usual rules, it can be used at the same time as her change size. [B]Spurn Divinity (Ex)[/B] Medusa gains a +4 racial bonus on all saves against divine spells and effects. [B]Summon Snake (Sp)[/B] Medusa can summon 6d6 snake swarm, 4d6 emperor cobra or giant sea snake, 3d6 Lamia Matriach, or 2d6 Syricta. The summoned creatures are immune to Medusa’s gaze attack and remain for 1 hour before disappearing. This is equivalent to a 9th level spell. [B]Visions (Ex)[/B] Medusa's eyes are not only petrifying but allow her to sense quick glimpses of the future. While it is not enough to predict the future, it gives Medusa an insight bonus to AC and saving throws equal to her Charisma bonus, and whenever she would be forced to reroll a d20 or to roll a d20 twice and take the lower result, she takes the higher result of the two rolls instead. Medusa lose this ability if she is blinded in both her primary eyes (the one of her human head). [/QUOTE]
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