Free interactive D&D 5e SRD stat block

Medusa

Medium Monstrosity, CR 6, AC 15, 127 HP. Lawful Evil.

Medium Monstrosity, Lawful Evil

AC
15
Initiative
+6 (16)
HP
127 (17d8+51)
Speed
30 ft.
ScoreModSave
STR 10 +0 +0
DEX 17 +3 +3
CON 16 +3 +3
INT 12 +1 +1
WIS 13 +1 +4
CHA 15 +2 +2
Skills
Deception +5 , Perception +4 , Stealth +6
Senses
Darkvision 150 ft.; Passive Perception 14
Languages
Common plus one other language
CR
6 (XP 2,300; PB +3)

Actions

Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6+3) Slashing damage.

Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4+3) Piercing damage plus 14 (4d6) Poison damage.

Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8+2) Poison damage.

Petrifying Gaze (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.

How to run Medusa

A medusa runs an encounter as a hostage situation that the party doesn't realize they're inside. CR 6, AC 15, 127 HP, Stealth +6, Deception +5, Common plus one other language, and a 30-foot cone gaze that turns people to stone over two failed Con saves at DC 13. The fight begins long before initiative. The medusa walks into the parley wearing a hood, a veil, or a cloak across her hair, and the players talk to her for a scene before she ever flexes the gaze.

When combat starts, lead with Petrifying Gaze if it's available. The cone is 30 feet, the save is a soft DC 13, and even on a first failure the target is Restrained until they save out, which usually pulls a wizard or rogue out of position for two rounds. While the gaze recharges, switch to Multiattack: two Claws plus one Snake Hair (10 + 10 + 19 average per turn, with the Snake Hair carrying 4d6 poison) on anyone in melee, or three Poison Rays at +5 out to 150 ft. for 11 each on a ranged target. Use the rays when the front line has closed and the squishies are still in the open.

Position around mirrors and reflective surfaces. The medusa knows her own gaze is reciprocal: if she sees her reflection in the cone, she has to save against her own ability. Run her in a chamber she has prepared, with no polished metal, no still water, no glass. Players who think to bring a buckler-mirror or who break a window mid-fight should be rewarded with an in-fiction tactic, not a free win. Have her position with her back to a wall and force the party to enter the cone or skirt the edges. Darkvision 150 ft. means a torch-out fight changes nothing for her.

Show one of her statues breathing. A petrified scout from last week, mid-scream, eyes still wet. The party should understand the stakes before anyone fails the first save.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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