🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

AlethsiaCreature 7


LEMediumHumanoid
Source Pathfinder #180: The Smoking Gun
Perception +16 (darkvision)
Languages Common
Skills Deception +16, Diplomacy +14, Stealth +16
Str +2, Dex +5, Con +4, Int +2, Wis +1, Cha +2

AC 25 all-around vision; Fort +15; Reflex +16; Will +14;
HP 125
Speed 25 feet

Shortsword One Action +18 (+14, +10) to hit (agile, finesse, versatile s) 1d6+8 Piercing
Snake Fangs One Action +16 (+12, +8) to hit (agile, finesse) 1d4+8 Piercing
Composite Shortbow One Action +19 (+14, +9) to hit (deadly d10, magical, propulsive, range increment 60, reload 0) 1d6+7 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Biting Snakes Reaction

Trigger A creature ends its turn adjacent to the medusa.


Effect The medusa makes a snake fangs Strike against the creature.

Glass Gaze (arcane, aura, transmutation, visual)

30 feet Aura


When a creature ends its turn in the aura, it must attempt a DC 25 fortitude save. If the creature fails, it becomes Slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.

Focus Gaze One Action (arcane, concentrate, incapacitation, transmutation, visual)

The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a DC 25 fortitude save against the medusa's glass gaze. If the creature was already Slowed by glass gaze before attempting its save, a failed save causes it to be Petrified permanently.

After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn.

Serpent Venom (poison)

Saving Throw DC 25 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Enfeebled 1 (1 round)

Stage 2 2d6 poison damage and Enfeebled 2 (1 round)


Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that-if lingered upon-can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek-for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare.

Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa's gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster's life.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.