Lamia Medusa (5e Creature)

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Lamia Medusa[edit]

MEDIUM monstrosity, lawful neutral

Armor Class 15 (Natural Armor)
Hit Points 127 (15d10+45)
Speed 40ft

19 (+4) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses Darkvision 60ft, Passive Perception 14
Languages Sylvian;
Challenge 7 (2,900 XP)

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, they must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, the creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. The medusa is not vulnerable to its own Petrifying Gaze, and this effect can occur to any creature that can see her eyes whether she wills it or not.

Regeneration. The medusa regains 10 hit points at the start of its turn. This feature can only be dispelled with a Wish spell.

Rejuvination. If it dies, the medusa returns to live in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The medusa's innate spellcasting ability is Charisma (spell save DC 12). The medusa can cast the following spells and must provide material components where necessary.

At will: prestidigitation, minor illusion 1/day: find familiar


Multiattack. The medusa can make three melee attacks-- two with its snake hair and one with its constrict.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the medusa cannot constrict another target.

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