TEXT: Exotic Encounters:
  Medusas
  Alex Riggs
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  different cool and interesting fantasy monsters 
  could fill three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you 
  might not want to use a monster stat-block straight 
  from the core rules. For one thing, if your players 
  have a habit of browsing through such books, or 
  are long-time veterans who know the basic ins 
  and outs of most fantasy staples, you may need an 
  unusual stat-block just to throw them a curve ball 
  and teach them that they can’t count on their out 
  of character knowledge to take all the mystery out 
  of the game. Alternatively, many GMs can recall 
  a time when they wanted to make use of a certain 
  monster in their game, only to find that it was a few 
  CRs too high or low for what they had in mind.
   
  Exotic Encounters takes a single, iconic 
  monster, and creates three new variants on that 
  theme. These variants aren’t simple tweaks, and 
  are more than simply advancing or removing Hit 
  Dice, though that occurs as well. Each of these 
  three variations on the monster’s theme has a 
  specific, flavorful goal in mind, and a role to play, 
  and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each 
  of these variants comes with brand new specially-
  crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic 
  Encounters focuses on medusas. One of the 
  most iconic creatures of greek mythology, there 
  have been many interpretations of the medusa 
  throughout the years, from cthonian monstrosity 
  to beautiful (and wronged) damsel. The first new 
  medusa in this book, the vampiric medusa (CR 
  5), turns her enemies to stone figuratively, rather 
  than literally, by filling their hearts with despair, 
  and drains blood through her bites, though she 
  is not a true vampire. The strange headsman’s 
  medusa (CR 5), inspired in part by the famous 
  beheading by Perseus, is a medusa head that can 
  act on its own, forming a nasty surprise for a party 
  that thinks it’s defeated its petrifying foe. Finally, 
  the snake queen medusa (CR 11) is a bigger and 
  meaner medusa with a heavier serpent influence, 
  and whose blood, if spilled, transforms into a 
  swarm of deadly snakes.
  Image Medusa by Caravaggio
  
  3
  Vampiric Medusa
   
  The woman before you is an image of beauty 
  perverted, twisted, and made desolate. She has 
  flawless alabaster skin and an appealing shape, 
  which makes a terrible contrast with the crimson 
  blood that constantly trickles from what appear to 
  be empty eye sockets. Her hair is a tangled mass of 
  black snakes, whose eyes glow with a faint red light.
  MEDUSA, VAMPIRIC 
   
   
  CR 5
  XP 1,600
  NE Medium monstrous humanoid
  Init +2; Senses all-around vision, darkvision 60 ft.; 
  Perception +14
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 57 (6d10+24)
  Fort +6, Ref +7, Will +6
  OFFENSE
  Speed 30 ft.
  Melee four snake bites +8 (1d4 plus blood drain)
  Ranged mwk shortbow +9/+4 (1d6/x3)
  Special Attacks mournful gaze
  STATISTICS
  Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 19
  Base Atk +6; CMB +8; CMD 20
  Feats Point-Blank Shot, Precise Shot, Weapon 
  Finesse
  Skills Bluff +10, Disguise +10, Intimidate +13, 
  Perception +14, Stealth +11; Racial Modifiers +4 
  Perception
  Languages Common
  SQ partially blind
  ECOLOGY
  Environment temperate marshes and 
  underground
  Organization solitary
  Treasure standard (masterwork shortbow with 20 
  arrows, other treasure)
   
  All-Around Vision (Ex): A vampiric 
  medusa’s snake-hair allows her to see in all 
  directions. Vampiric medusas gain a +4 racial 
  bonus to Perception checks and cannot be flanked.
   
  Blood Drain (Su): Whenever a vampiric 
  medusa successfully damages a living creature with 
  a snake bite attack, it deals an additional 2 points 
  of damage as it drinks blood from the target. For 
  each point of additional damage dealt in this way, 
  the vampiric medusa heals 1 point of damage.
   
  Mournful Gaze (Su): A vampiric medusa’s 
  gaze does not turn the target to stone, but rather 
  cripples him with overwhelming depression, 
  eventually rendering him unable to act. Treat this 
  as a gaze attack with a range of 30 feet. A successful 
  Will save (DC 17) negates the effect. On the first 
  failed saving throw, the target suffers a -4 morale 
  penalty to AC, attack rolls, damage rolls, and saving 
  throws. On the second failed saving throw, the 
  target is also slowed, as the spell slow. On the third 
  failed saving throw, the target is stunned. These 
  penalties remain until the target goes for a full 
  minute without failing a saving throw to resist this 
  effect (the target must either avoid the gaze attack, 
  or must succeed on the saving throw for the entire 
  minute). This is a mind-affecting emotion effect. 
  The saving throw DC is Charisma-based.
   
  Partially Blind (Su): A vampiric medusa 
  sees through the eyes on the serpents that make up 
  its hair. This renders it immune to any vision-based 
  attacks (such as gaze attacks or blinding effects) 
  that affect a limited number of creatures. She is 
  still susceptible to vision-based attacks that affect 
  all creatures in an area.
  Ecology
   
  Also known in some regions as the 
  mournful medusa, these creatures are not actually 
  vampires in the traditional sense, as they are not 
  undead, although they do drink blood. While the 
  gaze of most medusas turn their victims to stone, 
  a vampiric medusa’s gaze instead causes those 
  who view her to be overcome with despair and 
  despondency, and a profound sense of nihilism, 
  which quickly renders them just as helpless. Once 
  they have successfully incapacitated their victim, 
  vampiric medusae drain it of blood.
   
  Scholars are uncertain as to why vampiric 
  medusas lack traditional eyes. Some believe that 
  all vampiric medusas are ritually maimed at birth, 
  others believe it is somehow a natural trait. Either 
  way, this deformity may well be the source of the 
  creature’s ability to invoke despair.
  
  4
  Headsman’s Medusa
   
  This horrible monstrosity resembles the 
  severed head of a beautiful woman, but its hair is 
  a writhing nest of snakes, and beneath its chin is 
  another writhing mass of pale green tendrils, which 
  support it like legs. It glares at you malevolently, 
  and lets out a hiss that seems to come from all its 
  mouths at once.
  MEDUSA, HEADSMAN’S  
                      CR 5
  XP 1,600
  LE Tiny aberration
  Init +7; Senses all-around vision, darkvision 60 ft.; 
  Perception +16
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, 
  +2 size)
  hp 52 (8d8+16)
  Fort +4, Ref +5, Will +7
  OFFENSE
  Speed 10 ft.
  Melee snake bite +11 (1d4-2 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks petrifying gaze
  STATISTICS
  Str 7, Dex 17, Con 14, Int 12, Wis 13, Cha 15
  Base Atk +6; CMB +2; CMD 15 (can’t be tripped)
  Feats Improved Initiative, Point-Blank Shot, 
  Precise Shot, Weapon Finesse
  Skills Bluff +10, Disguise +10, Intimidate +13, 
  Perception +16, Stealth +14; Racial Modifiers +4 
  Perception
  Languages Common
  SQ claim body
  ECOLOGY
  Environment temperate marshes and 
  underground
  Organization solitary
  Treasure none
   
  All-Around Vision (Ex): A headsman’s 
  medusa’s snake-hair allows her to see in all 
  directions. Headsman’s medusas gain a +4 racial 
  bonus to Perception checks and cannot be flanked.
   
  Claim Body (Su): A headsman’s medusa 
  that encounters the corpse of a female humanoid 
  creature that has been dead for no more than 48 
  hours can decapitate it (severing the neck with 
  her snake-hair’s teeth), and then attach herself 
  to the body with the tendrils on her underside. 
  This process takes 1 hour, and it takes a further 
  24 hours for her to gain control over the body 
  she attaches herself to. During this time, the 
  headsman’s medusa releases enzymes that mutate 
  the body into that of a standard medusa, and, once 
  the process is complete, the headsman’s medusa 
  becomes a standard medusa that bears a striking 
  resemblance to the stolen corpse from the neck 
  down. The headsman’s medusa then adopts the 
  statistics of a standard medusa, except that if she 
  is ever reduced to 0 hit points, or is specifically 
  decapitated, her head detaches, and she regains 
  the statistics of a headsman’s medusa, with 1/2 her 
  maximum hit points (26).
   
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 16 negates. The 
  save DC is Charisma-based.
   
  Poison (Ex): Bite—injury; save Fort DC 18; 
  frequency 1/round for 6 rounds; effect 1d3 Con; cure 
  2 consecutive saves. The save DC is Constitution-
  based.
  Ecology
   
  These strange creatures are believed to 
  come from an alternate dimension, and their 
  connection to more mundane medusas is unclear. 
  In their natural state, they look like the severed 
  head of a medusa, though they usually spend most 
  of their time attached to a hijacked humanoid 
  body. In this form, they are indistinguishable from 
  a standard medusa by any non-magical means.
   
  Some scholars believe that these creatures 
  were the precursors of the modern medusas, who 
  have somehow lost the ability to survive as just 
  a head. A few scholars proclaim that all medusa 
  must actually be these creatures, and that the 
  “standard” medusas simply play dead and avoid 
  detection, but they are generally ignored.
   
  If a headsman’s medusa is encountered 
  while in the form of a normal medusa, treat it 
  as a single CR 8 creature for the purposes of 
  determining the difficulty of the encounter.
  
  5
  Snake Queen Medusa
   
  The creature before you has the head and 
  torso of a woman, but is unmistakably monstrous. 
  Its skin is covered in fine, emerald-green scales, 
  and where its legs should be, instead, is a thick, 
  snakelike body, nearly seven feet long, and three feet 
  around at the thickest point. Most striking of all is 
  her hair, a nest of writhing snakes of all different 
  sorts. They hiss at you, as does the woman herself, 
  revealing a pair of huge fangs, dripping venom.
  MEDUSA, SNAKE QUEEN  
   
        CR 11
  XP 12,800
  LE Medium monstrous humanoid
  Init +8; Senses all-around vision, darkvision 60 ft.; 
  Perception +21
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 
  natural)
  hp 123 (13d10+52)
  Fort +8, Ref +12, Will +9
  DR 10/magic; SR 22
  OFFENSE
  Speed 30 ft.
  Melee bite +18 (1d6+2 plus poison), four snake 
  bites +13 (1d4+1 plus poison)
  Ranged +1 composite longbow [+2 Str] +18/+13/+8 
  (1d8+3/x3)
  Special Attacks stony glare 
  STATISTICS
  Str 14, Dex 19, Con 18, Int 12, Wis 13, Cha 15
  Base Atk +13; CMB +15; CMD 29
  Feats Ability Focus (poison), Improved Initiative, 
  Point-Blank Shot, Precise Shot, Weapon Finesse, 
  Weapon Focus (bite), Weapon Focus (snake bite)
  Skills Bluff +15, Intimidate +18, Knowledge 
  (nature) +14, Perception +21, Stealth +20; Racial 
  Modifiers +4 Perception
  Languages Common
  SQ serpent blood
  ECOLOGY
  Environment temperate marshes and 
  underground
  Organization solitary
  Treasure double (+1 composite longbow [+2 Str] 
  with 20 arrows, other treasure)
   
  All-Around Vision (Ex): A snake queen 
  medusa’s snake-hair allows her to see in all 
  directions. Medusas gain a +4 racial bonus to 
  Perception checks and cannot be flanked.
   
  Poison (Ex): Bite—injury; save Fort DC 22; 
  frequency 1/round for 6 rounds; effect 1d4 Str; cure 
  2 consecutive saves. The save DC is Constitution-
  based, and includes a +2 bonus from Ability Focus.
   
  Poison (Ex): Snake bite—injury; save 
  Fort DC 20; frequency 1/round for 6 rounds; effect 
  1d2 Dex; cure 2 consecutive saves. The save DC is 
  Constitution-based.
   
  Serpent Blood (Su): A snake queen 
  medusa’s blood, when spilled, transforms 
  into a writhing mass of serpents. Whenever a 
  snake queen medusa takes 10 or more points of 
  piercing or slashing damage in a single round, a 
  venomous snake swarm appears adjacent to the 
  snake queen medusa (as a swarm, it can share its 
  square with other creatures). This swarm obeys 
  the snake queen medusa’s commands and fights 
  on her behalf, and does not harm her, even if it 
  shares her square. If the venomous snake swarm 
  is not dispersed within five minutes, it disperses 
  automatically, as the snakes wander off.
   
  Stony Glare (Su): A snake queen medusa’s 
  gaze is not as potent as that of their more common 
  kin. As a standard action, the snake queen medusa 
  can glare at a single living creature within 60 feet. 
  If that creature can see her, it must succeed on a 
  Fortitude save (DC 20) or become staggered for 
  2d4 rounds. If the target is already staggered, and 
  fails his saving throw, he is petrified permanently, 
  instead. The saving throw DC is Constitution-
  based.
  Ecology
   
  These creatures, sometimes known as 
  medusa queens, are larger and more primal 
  than their smaller relatives. Though their gaze 
  is somewhat less lethal than that of the average 
  medusa, their venom is far deadlier, and the fact 
  that their blood transmutes into deadly snakes 
  makes them even more dangerous. Some snake 
  queen medusas have been known to deliberately 
  injure themselves in order to create serpent 
  minions, usually in a place their vanity can abide.
  
  6
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  Exotic Encounters: Medusas
  
  7
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
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  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
   
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