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PhomandalaCreature 19


UniqueLEMediumHumanoidDragon
Source Pathfinder Kingmaker
Perception +32 (darkvision)
Languages Aklo, Common, Draconic, Sylvan
Skills Acrobatics +35, Arcana +34, Deception +37, Lore +37, Intimidation +37, Nature +35, Religion +33
Str +5, Dex +8, Con +6, Int +5, Wis +5, Cha +10

AC 45 all-around vision; Fort +33; Reflex +35; Will +32;
HP 300
Speed 25 feet

Cobra Fangs One Action +32 (+27, +22) to hit (reach 10) 4d12 + 13 Piercing
Snake Fangs One Action +35 (+31, +27) to hit (agile, finesse) 4d10 + 13 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.

Petrifying Gaze (arcane, aura, transmutation, visual)

30 feet Aura


When a creature ends its turn in the aura, it must attempt a DC 38 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 petrifying gaze. If the creature was already Slowed by petrifying 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.

Jabberwock Bloodline

Phomandala's sorcerer bloodline is a result of Nyrissa's infusion of the medusa with jabberwock blood. This bloodline functions as the draconic bloodline, but the damage type caused is a line of sonic energy, and she uses the primal spell list instead of the arcane spell list.

Phomandala's Venom (poison)

Saving Throw DC 41 fortitude


Maximum Duration 6 rounds

Stage 1 6d6 poison damage and Enfeebled 1 (1 round)

Stage 2 9d6 poison damage and Enfeebled 2 (1 round)

Quickened Casting Free Action

Frequency once per day


Effect When Phomandala's next action is to cast a spell that is 7th level or lower, she reduces the number of actions to cast it by 1 (minimum 1 action).

Woodland Stride

Even the thickest vines and roots seem to part as Phomandala moves about. Phomandala ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede her progress.


Primal Spontaneous Spells (DC 41, +36 to hit)

Cantrips (10th Level): Acid Splash, Chill Touch, Detect Magic, Electric Arc, Ghost Sound, Shield
1st Level (4 slots): Charm (2x), Create Water, Fear, Gust of Wind, Heal (4x), Magic Fang, True Strike
2nd Level (4 slots): Acid Arrow, Create Food, Dispel Magic, Enhance Victuals, Glitterdust, Resist Energy, Restoration, Web
3rd Level (4 slots): Blindness, Haste, Lightning Bolt, Meld into Stone, Slow, Wall of Thorns
4th Level (4 slots): Freedom of Movement, Spell Immunity
5th Level (4 slots): Chromatic Wall, Cone of Cold, Wall of Ice, Wall of Stone
6th Level (4 slots): Baleful Polymorph, Chain Lightning, Dragon Form, Stone to Flesh, True Seeing
7th Level (4 slots): Eclipse Burst, Finger of Death, Mask of Terror, Regenerate
8th Level (4 slots): Horrid Wilting, Prismatic Wall
9th Level (4 slots): Disjunction, Massacre, Overwhelming Presence
10th Level (1 slots): Revival

Sorcerer Bloodline Spells (DC 41, +36 to hit)

1st Level: Dragon Claws
3rd Level: Dragon Breath
5th Level: Dragon Wings


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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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