Medusa QueenMedium monstrosity
Legendary Resistance (3/day). If the medusa fails a saving throw, it can choose to succeed instead.
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 10 meters of the medusa, the medusa can force it to make a DC 15 Fortitude saving throw if the medusa isn’t incapacitated and can see the creature. 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 restoration spell augmented to greater restoration or other magic.
Unless surprised, a 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.
If the medusa sees itself reflected on a polished surface within 10 meters of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Snake Hair (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 11 (2d6 + 4) piercing damage plus 28 (8d6) poison damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Longbow (2/turn). Ranged Weapon Attack: +8 to hit, range 20/200 m. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage.
Create Serpents (Recharge 6). The medusa plucks two of its snake hairs and throws them in an unoccupied space that she can see within 5 meters. The snakes magically grow into Giant Poisonous Snakes which have 44 health.
Legendary Actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The medusa queen regains spent legendary actions at the start of its turn.
Attack. The medusa makes one attack with its shortsword or longbow.
Flurry of Bites. The medusa makes an attack with its snake hair against each creature of its choice within range.
Move. The medusa moves up to half its speed.
The region containing the medusa queen's lair is warped by the medusa queen’s magic, which creates one or more of the following effects:
Reflective surfaces in the lair turn murky and no longer give a clear reflection.
Petrified creatures that remain in the lair for 24 hours or more become stone cursed. A stone cursed creature obeys the medusa’s commands and protects it at all costs.
Humanoids that enter the lair must succeed on a DC 17 Will saving throw or feel self-conscious about their appearance, believing themselves ugly. This effect persists for 1d4 hours after leaving the lair.
There is a noticeable increase in the population of snakes in the region.
If the medusa dies, stone cursed creatures are no longer cursed.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9