Avva
Alignment: Lawful Evil
Race/Sex: Medusa Female
Class: Wizard
Levels: 07
Spell level/Number: 0/4, 1st/6, 2nd/4, 3rd/3, 4th/2
Str: [-12-][+01], Int: [-20-][+05], Wis: [-14-][+02], Dex: [-12-][+01], Con: [-14-][+02], Cha: [-14-][+02]
Feats: Empower Spell, Silent Spell, Scribe Scroll, Summon Familiar, Improved Initiative, Toughness
Apprentices(?): None
Weapons and Equipment
Dusty Rose Prism Ioun Stone, Amulet of Natural Armor +2, Wand of Thunderlance [23 Charges], Wand of Haste [08 Charges], Wand of Earth Primal Form [21 Charges] [See The Spell Compendium, Pg. 161], Wand of Charm Person [41 Charges] 3 Potions
Notes: Avva is the oldest of the three sisters and blessed with incredibly sharp intelligence that stands juxpositioned to her evil and harsh demeanor. Avva is willful, temperamental and cruel. Intruders are seen as potential enemies and food if they can not alleviate their current physical curse. She craves new magical items, more so out of greed than anything else.
Usha
Alignment: Chaotic Evil
Race/Sex: Medusa Female
Class: Favored One of Beshaba
Levels: 06
Spell level/Number Day: 0/6 1st/6, 2nd/5, 3rd/3
Spell level/Number Known: 0/7, 1st/5, 2nd/4, 3rd/3
Str: [-14-][+02], Int: [-12-][+01], Wis: [-15-][+02], Dex: [-12-][+01], Con: [-14-][+02], Cha: [-20-][+05]
Feats: Spell Focus (Chaos), Corrupt Spell (Evil), Reach Spell [See The Complete Divine]
Apprentices(?): None
Weapons and Equipment
Light Crossbow of Distance +02, Luck Stone +01, Heavy Mace +2, Acidic Burst, Chainmail of Healing +3, Wand of Meld into Stone [20 Charges], 2 Potions, 2 Divine Scrolls
Notes: The youngest of the three sisters, Usha is sadistic villain that hides her personality behind a façade of innocence and purity. She takes a laughingly delight in the suffering of others and enjoys the hunting of adventurers who violate their lair. She slays with weapon or gaze all that she finds. The whole moral component of her personality is irrevocably corrupted by the gospel of Beshaba. Usha has embraced her curse and seeks an even higher standard in the eyes of her patroness Beshaba. A chance to evolve into a demon. The most ambitious of all three, Usha seeks to establish a temple in the region.
Orra
Alignment: Chaotic Evil
Race/Sex: Medusa Female
Class: Fighter
Levels: 06
Str: [-18-][+04], Int: [-14-][+02], Wis: [-12-][+01], Dex: [-15-][+02], Con: [-16-][+03], Cha: [-15-][+02]
Feats: Combat Reflexes, Improved Initiative, Power Attack, Improved Critical, Dodge, Cleave, Blind-Fight
Apprentices(?): none
Weapons and Equipment
Chainmail +2 of Silent Moves, Large Shield of Dancing +2, Bloodstone Sword +01, Venomous Long Sword +01, Helmet,. 4 Potions
Notes: Orra would have made an excellent mercenary or knight, if she did not suffer the same curse that afflicted her sisters. Orra, the middle child, is the most protective of her sisters and physically the strongest of all three and Usha has no problem in manipulating her elder sibling. Orra is talkative and diplomatic, but docile most of the time. Except in combat, then she cunning, stragetic, violent and inflicts the harshest damage with her weapons. Orra, for all purposes, is a butcher of all living things. She would gladly follow her sister into the Abyss if it served to raise her station, a medusa-marilith maybe?.
Orro’s lower torso is that of a giant serpent. She can assume this form once per day.
Gry’Phar
Alignment: Chaotic Evil
Race/Sex: Maedar Male
Class: Wizard
Levels: 06
Spell level/Number: 0/4, 1st/4, 2nd/4, 3rd/3
Str: [-17-][+03], Int: [-18-][+04], Wis: [-13-][+01], Dex: [-13-][+01], Con: [-16-][+03], Cha: [-15-][+2]
Feats: Combat Reflexes, Improved Sunder, Power Attack, Improved Initiative, Spell Focus, Still Spell
Apprentices (?): none
Weapons and Equipment
Helm of Teleportation, Stone Amulet of Natural Armor +02, Rod of Earth and Stone, 4 Potions, Wand of Magic Missiles [29 Charges], Wand of Sound Burst [21 Charges], Ioun Stone, 800 Gp in Gemstones
Notes: Gry’Phar enjoys his status as the alpha male amongst his “harem” of sisterly matrimony. Gry’Phar considers his position advantageous as he has access to a human community and is able to pass amongst the citizenry without arousing suspicion or unwanted attention. He can easily disguise his abilities and monstrous nature while luring unsuspected peasants and foolish adventurers to their doom. Gry’Phar specializes in elemental magics but wishes to acquire gemstone based and necromantic magics that enable him to house his arcane knowledge and personality after death. He considers the needs of his wives and children beneath him, unless one son or daughter shows promise in the arcane arts.
Special Abilities
Adamantium Strike (Ex)
Earth Walk (Su)
Ferocity (Ex)
Medusa Blood (Ex)
Stone to Flesh (Su)
Transfer Essence (Su)
Source: Dragon, Issue 355, Pg. 45-46.
Medusa
Size/Type: Medium Monstrous Humanoid
Hit Dice:
- Avva: 7d4+14+3 (31 hp)
- Usha: 8d6+12 (33 hp)
- Orra: 6d10+18 (55 hp)
Initiative:
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: By Weapon Type (Variable) Shortbow +8 ranged (1d6/×3) or dagger +8 melee (1d4/19-20) or snakes +8 melee (1d4 plus poison)
Full Attack: By Weapon Type (Variable) Shortbow +8/+3 ranged (1d6/×3); or dagger +8/+3 melee (1d4/19-20) and snakes +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +7, Will +6
Abilities:
Atypical Scores - Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8
Base Skills, all subject to adjustment
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (Bonus Feats)
Environment: Any
Organization: Covey (3)
Challenge Rating: 7, 6, 6 respectively
Treasure: Double standard
Alignment: Usually Lawful Evil
Advancement: By Character Class
Level Adjustment: —
A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil.
A typical medusa is 5 to 6 feet tall and about the same weight as a human.
Medusas speak Common.
COMBAT
A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.
Petrifying Gaze (Su) - Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.
Poison (Ex) - Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
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