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Half-Medusa (Template)

Although they normally only breed among their own kind because their gaze petrifies all others, sometimes a medusa finds a mate that is unaffected by its stony stare. These half-medusa offspring inherit some of the traits of their snaky-haired parent.
    A half-medusa generally resembles its non-medusa parent, save that its partly scaly skin tends to be an earthy color and it has four to six snakes growing from its head mixed in with its hair. Some individuals have red-rimmed eyes, and others have eyes that only show red when using their petrifying gaze. Many conceal their hair under a hooded cloak or a large hat when travelling in disguise.
    A half-medusa generally speaks whatever languages its medusa parent speaks.

Creating a Half-medusa
"Half-medusa" is a template that can be added to any humanoid or monstrous humanoid of Small to Large size (referred to hereafter as the "base creature"). The creature's type changes to "monstrous humanoid." It uses all of the base creature's statistics and special abilities except as noted here.

Illustration by Jen Ponce - http:// www.franktwolfe.com. The illustration is not open game content.
Speed: As the base creature.
AC: Natural armor improves by +1.
Attacks: Same as the base creature, plus it gains an attack by its snakes for 1d4 plus poison.
Special Attacks: A half-medusa retains all of the special attacks of the base creature and also gains the following attacks:
    Petrifying Attack (Su): A half-medusa's visage is less potent than its fullblooded parent; creatures are not turned to stone simply by looking at it. However, it can focus its power upon a single creature within 30 feet just like a medusa actively using its gaze as an attack action. The targeted creature can avoid the gaze as normal and if she fails to avoid the half-medusa's gaze she must succeed at a Fortitude save (DC 10 + 1/2 half-medusa's HD + half-medusa's Cha modifier) or be permanently turned to stone. The creature can use this ability a number of times per day equal to its Charisma bonus (a creature with a Charisma of 11 or less cannot use this ability).
    Poison (Ex): Snakes, Fortitude save (DC 10 + 1/2 half-medusa's HD + half-medusa's Con modifier); initial damage 1d4 temporary Strength, secondary damage 2d4 temporary Strength.
Special Qualities: A half-medusa retains all of the special qualities of the base creature and also gain darkvision with a range of 60 feet and the following:
    Medusa Blood (Ex): For all special abilities and effects, a half-medusa is considered a medusa. Half-medusas, for example, are immune to the gaze attacks of medusas, and vice versa.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Dex +2, Cha +2.
Skills: Same as the base creature.
Feats: Same as the base creature.
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Climate/Terrain: Any land and underground
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2 [[Compare to a half-fiend: fewer special abilities, no immunities other than medusa-petrification, weaker ability score modifiers, but still worth more than a +1]]
Effective Character Level Modifier: +3.
Treasure: Same as the base creature.
Alignment: Usually lawful evil
Advancement: Same as the base creature.

Sample Half-medusa
This example uses a 4th-level human rogue as the base creature.

Koz, half-human half-medusa
Medium-Size Monstrous Humanoid
Hit Dice: 4d6+4 (18 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 19 (+4 Dex, +4 magic breastplate, +1 natural)
Attacks: Masterwork short sword +8 melee; or snakes +3 melee; or masterwork dagger +4 melee; or masterwork shortbow and masterwork arrow +9 ranged
Damage: Masterwork short sword 1d6-1; or snakes 1d4 and poison; or masterwork dagger 1d4-1; or masterwork shortbow and masterwork arrow 1d6
Face/Reach: 5 ft. by 5ft./5 ft.
Special Attacks: Petrifying attack, poison, sneak attack +2d6
Special Qualities: Darkvision 60 ft., evasion, medusa blood, search for traps, uncanny dodge (Dex bonus to AC).
Saves: Fort +3, Reflex +9, Will +3.
Abilities: Str 8, Dex 18, Con 12, Int 14, Wis 13, Cha 12.
Skills: Climb +8, Decipher Script +5, Diplomacy +4, Disguise +5, Hide +11, Innuendo +4, Intimidate +4, Jump +6, Listen +10, Move Silently +11, Open Lock +13, Search +9, Spot +10, Use Rope +9.
Feats: Alertness, Dodge, Weapon Finesse (short sword).

Combat
    Petrifying Attack (Su): 1/day, Fortitude save DC 13.
    Poison (Ex): Fortitude save DC 13, initial damage 1d4 temporary Strength, secondary damage 2d4 temporary Strength.
    Items Carried: masterwork short sword, masterwork dagger, masterwork shortbow, 10 masterwork arrows, 10 +1 arrows, +1 studded leather, +1 cloak of resistance, hat of disguise, potions (alter self, Charisma, cure moderate wounds, invisibility), 50 ft. silk rope, grappling hook, climber's kit, masterwork thieves' tools, backpack, 200 gp.
    Challenge Rating: 6
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Alignment: Lawful evil