Welcome to Creature Incarnations, a column all about monsters—and strange, variant monsters at that!The D&DFight Club column presents one monster at three different power levels, so that you can insert the appropriate version into your campaign. This column, on the other hand, examines different versions of a given creature for use in different types of campaigns. Though most versions fit best into D&D campaigns, one version in this installment is for the d20 Modern game, so you can use the creature in your modern-day or future campaigns too. Design Notes This month we examine one of the icons of Greek mythology, the medusa. I hope everyone brought a mirror. The snake-haired creatures known as medusas have been the bane of adventurers and Greek heroes (or wanna-be heroes, at least) for ages. But as Perseus and many D&D heroes have discovered, medusas aren't that tough once you get up close to them.
Variant Medusas If a medusa can exist, so can variants on that theme. The versions presented here emphasize various aspects of the basic medusa to provide new and interesting challenges. The resulting creatures aren't powerhouses in melee any more than the standard medusa is, but they present other kinds of challenges. Unlike the medusa of Greek mythology, D&D medusas can be found anywhere and often appear as leaders of criminal organizations. As a monstrous humanoid, the medusa can take on almost any template (except lycanthrope) to produce literally hundreds of very different monsters. And if werewolf medusas are just what your campaign needs, you can always break the rules and make some anyway. As long as they exist only in your own little corner of the D&D multiverse, they really won't harm anyone—except your campaign's inhabitants. The following variant medusas are useful in their own right, but they can also serve as springboards for your imagination, leading to even more interesting variants.
d20 Modern: Part-Sidhe Medusa Sidhe can mate with almost any kind of creature, but one still has to wonder why they do so. Perhaps the first part-sidhe medusa came about because an evil sidhe wanted an unexpected weapon against its good sidhe foes, and the idea eventually caught hold with other evil sidhe that saw the creature in action. But whatever their origins, a number of these creatures now exist, and they have spread throughout the world. Most of them spend their time advancing whatever agendas their parents and allies have in mind. This creature combines the base medusa from the d20 Modern Roleplaying Game Core Rulebook with the changeling template from the Urban Arcana Campaign Setting. The combination is very interesting because it degrades the medusa's already weak physical prowess while giving it more abilities to use outside of combat. A part-sidhe medusa could be the mastermind behind a criminal organization, but she would probably confine herself to organizing and directing the activities of others rather than doing fieldwork. Changelings generally have some fey aspects deriving from their specific parentage. The fey medusa is a little thinner than a normal one, and often more curvy and alluring. Even her snaky hair is strangely attractive, writhing gracefully about her face. Her ears are slightly pointed, and her eyes are a light blue color that is almost violet. Because the changeling medusa prefers deception and persuasion to brute force, she is usually encountered in some kind of disguise. If she cannot charm, deceive, or negotiate with her target, she uses her petrifying gaze on it, then orders her lackeys attack while she retreats to a safe position.
Petrifying Gaze (Su): The gaze of the changeling medusa turns the target to stone permanently (Fort DC 17 negates). Each opponent within 30 feet of her must attempt a saving throw each round at the beginning of its turn in initiative order. She can also actively gaze as an attack action by choosing a target within range, which must then attempt a saving throw. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str.
Monstrous Four-Legged Medusa The tauric template from Savage Species can produce some interesting creatures. When selecting a tauric combination, try to choose a base creature whose abilities somehow complement those of the base humanoid. DMs often use this template to create entirely new races for their campaigns, but whether more than one tauric medusa exists is up to you. Such a creature could have resulted from the twisted experimentation of an evil wizard or druid, or it could be the result of a breeding program that somehow produced a species capable of breeding true. If a number of these creatures exist in your campaign world, then they should probably live in some remote area because the dominant races would probably chase them away from any civilized lands. The tauric medusa-manticore combines the best attributes of both base creatures and eliminates the worst aspects of each. The manticore's leonine body with its spotted fur pattern merges with the medusa's humanoid torso, and the leathery, dragonlike wings lie flat across her back. Her spiked tail whips back and forth in a perpetual state of restlessness, as if she is barely holding back an urge to fire spikes at a target. Her snaky hair writhes in tempo with the tail movement, giving her a frantic look most of the time. This monster's spikes are not her best weapon, but she prefers to soften up foes from a distance during the early rounds of a fight using her bow, tail spikes, and ranged spells. She is smart enough to disable any foes holding holy symbols first, since such creatures can usually heal her other opponents. If she can get a foe within the extended range of her gaze attack, she immediately tries to petrify that creature, unless doing so would be a bad idea tactically. She reserves charging into melee for later rounds, after she has disabled the healers or run out of ranged combat capability. The tauric medusa-manticore is a poor flyer, but she can make flyby attacks on two opponents at once, and she makes good use of that tactic if it doesn't provoke attacks of opportunity from other foes. Tauric Medusa-Manticore CR 10 Petrifying Gaze (Su): The gaze of the tauric medusa-manticore turns the target to stone permanently (Fort DC 21 negates). Each opponent within 60 feet of her must attempt a saving throw each round at the beginning of its turn in initiative order. She can also actively gaze as an attack action by choosing a target within range, which must then attempt a saving throw. Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. Spikes (Ex): With a snap of her tail, the tauric medusa-manticore can loose a volley of six spikes as a standard action (one attack roll per spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Fiery Medusa
Certain templates—especially fire-based ones—can work very well together. The result of crossing a half-dragon/half-medusa with a creature of elemental fire, this medusa has both the half-dragon (red) template from the Monster Manual and the half-elemental (fire) template from Manual of the Planes. If you want a medusa whose snaky heads can do something other than bite, use the suggested modification to the creature's breath weapon given below that allows the breath to issue from the snake heads instead of the mouth. This alteration doesn't change how the breath weapon works or allow the creature to take any additional actions in a round, but it looks cool and tends to catch adventurers off guard. And if you really want to pump up the fire aspect of the fiery medusa, give it a flaming bow. The face and snaky hair of this medusa have a red tinge, and ruddy, scalelike skin covers her body. Though she has formidable combat abilities, she still prefers to disarm suspicion with deception and soften up or kill her foes with ranged attacks. The fiery medusa uses her breath weapon only if a petrification attempt fails, then she uses ranged attacks for as long as possible and employs her wands to cure herself or pin down foes. She prefers not to use her rage ability until she is forced into melee. Since she is very aware of her vulnerability to cold, she uses whatever cash she gets to supply herself with items that help her resist that form of energy. Half-fire-elemental/quarter-red-dragon/quarter-medusa CR 14 Breath Weapon (Su): Once per day, this medusa can breathe a cone of fire that deals 6d8 points of fire damage (Reflex DC 16 half). She can breathe the cone either through her own mouth, or through the mouths of the snakes that constitute her hair. The snakes in her hair must be pointing in the same direction as her face when breathing, and they create the same effect as using her breath weapon the normal way. Using her breath weapon takes a standard action, regardless of where the breath originates. Outsider Traits: This medusa has darkvision to a 60-foot range, and she cannot be raised or resurrected (though a wish or miracle spell can restore life). Petrifying Gaze (Su): The gaze of the fiery medusa turns the target to stone permanently (Fort DC 17 negates). Each opponent within 30 feet of her must attempt a saving throw each round at the beginning of its turn in initiative order. She can also actively gaze as an attack action by choosing a target within range, which must then attempt a saving throw. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str.
Ghostly Medusa
As might be expected, the ghostly medusa looks transparent. Looks can still kill, however, and her horrific appearance makes that adage even more applicable. Merely looking at the ghostly medusa forces a foe to make three Fortitude saves (against her horrific appearance, her corrupting gaze, and her petrifying gaze). When she actively uses her gaze as an attack action, two Fortitude saves are required (against the corrupting and petrifying gazes). Furthermore, since she has a base attack bonus of +6, she can use her gaze attack twice per round as a full attack action. If all enemies are averting their eyes, she disappears into the floor and comes back later, after her foes have let their guard down. Ghost Medusa (Manifested) CR 9 Corrupting Gaze (Su): The ghostly medusa can blast living beings with a glance at a range of up to 30 feet. Any creature that meets her gaze must succeed on a DC 17 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. Draining Touch (Su): If the ghostly medusa hits a living target with her incorporeal touch attack, she drains 1d4 points from any one ability score she selects. On each such successful attack, she heals 5 points of damage to herself. Horrific Appearance (Su): Any living creature within 60 feet that views the ghostly medusa must succeed on a DC 17 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by this ghostly medusa's horrific appearance for 24 hours. Incorporeal Traits: The ghostly medusa has no physical body. She can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. She is immune to all nonmagical attack forms, and even when hit by spells or magic weapons, she has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect her, but a hit with holy water also has a 50% chance of not affecting her. The ghostly medusa can enter or pass through a solid object but must remain adjacent to its exterior, so she cannot pass entirely through an object whose space is larger than her own, nor can she pass through a force effect. She can sense the presence of creatures or objects within a square adjacent to her current location, but enemies have total concealment (50% miss chance) from her when she is inside an object. In order to see farther from the object she is in and attack normally, she must emerge. While inside an object, the ghostly medusa has total cover, but when she attacks a creature outside the object she has only cover, so a creature outside with a readied action could strike at her as she attacks. She can pass through and operate in water as easily as she does in air. The ghostly medusa cannot fall or take falling damage, and she cannot make trip or grapple attacks, nor can she be tripped or grappled. In fact, she cannot take any physical action that would move or manipulate an opponent or its equipment, nor is she subject to such actions. The ghostly medusa has no weight and does not set off traps that are triggered by weight. She moves silently and cannot be heard with Listen checks if she doesn't wish to be. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to her. Like other incorporeal creatures, she has an innate sense of direction and can move at full speed even when she cannot see. Petrifying Gaze (Su): The gaze of the ghostly medusa turns the target to stone permanently (Fort DC 17 negates). Each opponent within 30 feet of her must attempt a saving throw each round at the beginning of its turn in initiative order. She can also actively gaze as an attack action by choosing a target within range, which must then attempt a saving throw. Manifestation (Su): When the ghostly medusa manifests, she partly enters the Material Plane and becomes visible but incorporeal there. In that state, she can be harmed only by other incorporeal creatures, magic weapons, or spells, and she has a 50% chance to ignore any damage from a corporeal source. She can pass through solid objects at will, her own attacks pass through armor, and she always moves silently. In this form, she can strike opponents on the Material Plane only with her touch attack. She also remains partially on the Ethereal Plane, where she is not incorporeal. While manifested, the ghostly medusa can be attacked by opponents on either the Material Plane or the Ethereal Plane. Her incorporeality helps protect her from foes on the Material Plane, but not from those on the Ethereal Plane. She is not considered extraplanar while on either of these planes. Rejuvenation (Su): If she would otherwise be destroyed, the ghostly medusa can return to her old haunts with a successful level check (1d20+6) against DC 16. The only way to get rid of her for sure is to determine the reason for her existence and set right whatever prevents her from resting in peace. Undead Traits: Negative energy (such as an inflict spell) can heal the ghostly medusa. When reduced to 0 or fewer hit points, she is immediately "destroyed" (see Rejuvenation). Ghost Medusa (against Ethereal) CR 9 Corrupting Gaze (Su): The ghostly medusa can blast living beings with a glance at a range of up to 30 feet. Any creature that meets her gaze must succeed on a DC 17 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. Draining Touch (Su): If the ghostly medusa hits a living target with her incorporeal touch attack, she drains 1d4 points from any one ability score she selects. On each such successful attack, she heals 5 points of damage to herself. Horrific Appearance (Su): Any living creature within 60 feet that views the ghostly medusa must succeed on a DC 17 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by this ghostly medusa's horrific appearance for 24 hours. Petrifying Gaze (Su): The gaze of the ghostly medusa turns the target to stone permanently (Fort DC 17 negates). Each opponent within 30 feet of her must attempt a saving throw each round at the beginning of its turn in initiative order. She can also actively gaze as an attack action by choosing a target within range, which must then attempt a saving throw. Manifestation (Su): When the ghostly medusa manifests, she partly enters the Material Plane and becomes visible but incorporeal there. In that state, she can be harmed only by other incorporeal creatures, magic weapons, or spells, and she has a 50% chance to ignore any damage from a corporeal source. She can pass through solid objects at will, her own attacks pass through armor, and she always moves silently. In this form, she can strike opponents on the Material Plane only with her touch attack. She also remains partially on the Ethereal Plane, where she is not incorporeal. While manifested, the ghostly medusa can be attacked by opponents on either the Material Plane or the Ethereal Plane. Her incorporeality helps protect her from foes on the Material Plane, but not from those on the Ethereal Plane. She is not considered extraplanar while on either of these planes. Rejuvenation (Su): If she would otherwise be destroyed, the ghostly medusa can return to her old haunts with a successful level check (1d20+6) against DC 16. The only way to get rid of her for sure is to determine the reason for her existence and set right whatever prevents her from resting in peace. Undead Traits: Negative energy (such as an inflict spell) can heal the ghostly medusa. When reduced to 0 or fewer hit points, she is immediately "destroyed" (see Rejuvenation).
Additional Feats The following feats are from books other than the Player's Handbook and the Monster Manual. Great Flyby Attack (from Savage Species): Using this feat requires a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit deals the full damage to that creature; do not divide the result of the damage roll among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them. Irresistible Gaze (from Savage Species): Add +2 to the DC of all saving throws against your gaze attack. The benefit of this feat stacks with the benefit provided by the Ability Focus feat. Pervasive Gaze (from Savage Species): A creature that averts its eyes has only a 25% chance to avoid the need for a saving throw against your gaze attack. Piercing Gaze (from Savage Species): Because of the sheer force of your presence, you add 30 feet to the range of your gaze attack.
About the Author Robert Wiese entered the gaming hobby through the Boy Scouts and progressed from green recruit to head of the most powerful gaming fan organization in the world. He served as head of the RPGA Network for almost seven years, overseeing the creation of the Living Greyhawk and Living Force campaigns, among other achievements. Eventually, he returned to private life in Reno, Nevada, where he is still involved in writing, organizing conventions, and playing. He also models proteins for the Biochemistry Department of the University of Nevada, Reno, and spends as much time as possible with his wife and many pets. | ||||||
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