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Half-Fiend Medusa Cleric 11

Half-Fiend Medusa Cleric 11 CR 17

XP 102,400
Female half-fiend medusa cleric of Asmodeus 11
LE Medium monstrous humanoid
Init +10; Senses all-around vision, darkvision 60 ft.; Perception +28

DEFENSE

AC 33 touch 22, flat-footed 25 (+7 armor, +4 deflection, +6 Dex, +2 dodge, +4 natural)
hp 256 (19 HD; 8d10+11d8+163)
Fort +16, Ref +15, Will +19
DR 10/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 28

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +22 (1d6+1), claws +22 (1d4+1), snake bite +22 (1d4+1 plus poison)
Ranged +3 axiomatic longbow +25/+20/+15/+10 (1d8+3/19–20/×3)
Special Attacks channel negative energy 8/day (DC 20, 6d6), petrifying gaze (DC 21*), smite good 1/day (as 19th level paladin, but vs. good targets)
Half-Fiend Spell-Like Abilities (CL 19th; concentration +24)

3/daydarkness, poison (DC 19), unholy aura (DC 21)
1/daydesecrate, destruction (DC 22), displacement (DC 19), horrid wilting (DC 23), phantasmal killer (DC 19), scintillating pattern (DC 23), summon monster IX (fiends only), unhallow

Domain Spell-Like Abilities (CL 14th; concentration +20)

At willmaster’s illusion (11 rounds/day)
9/daycopycat, touch of evil
1/dayscythe of evil

Cleric Spells Prepared (CL 14th; concentration +20)

6thblade barrier (DC 22), heal, mislead D
5thdispel good D, flame strike (2, DC 21), slay living (DC 21)
4thair walk, cure serious wounds (2), spell immunity, unholy blight D (DC 20)
3rdbestow curse (DC 19), create food and water, cure serious wounds, nondetection D, stone shape, water breathing
2ndcure moderate wounds (5), darkness, invisibility D
1stbane, cure light wounds (3), divine favor, protection from good D, sanctuary (DC 17)
0 (at will)bleed (DC 16), guidance, read magic, resistance

D Domain spell; Domains Evil, Trickery

TACTICS

Before Combat If she has time to prepare, she casts air walk, spell immunity (confusion and charm monster), and invisibility on herself.

During Combat She casts unholy aura on herself on the first round of combat, then uses summon monster IX to summon 1d3 barbed devils to attack the PCs. After this, she uses air walk or her swim speed to stay out of melee while she uses her spells and arrows.

Morale She fights to the death.

STATISTICS

Str 12, Dex 22, Con 24, Int 12, Wis 22, Cha 21
Base Atk +16; CMB +17; CMD 38 (can’t be tripped)
Feats Combat Casting, Deadly Aim, Dodge, Improved Critical (longbow), Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Toughness, Weapon Finesse
Skills Knowledge (engineering) +20, Knowledge (religion) +15, Perception +32, Profession (architect) +28, Spellcraft +17, Swim +20
Languages Common, Infernal
Gear +5 leather armor, +3 axiomatic longbow with 20 arrows, ring of protection +4

SPECIAL ABILITIES

All-Around Vision (Ex)

A medusa’s snake-hair allows her to see in all directions. She gains a +4 racial bonus to Perception checks and she cannot be flanked.

Petrifying Gaze (Su)

Turn to stone permanently, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.

Poison (Ex)

Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Section 15: Copyright Notice

Pathfinder Module: Tomb of the Iron Medusa. © 2011, Paizo Publishing, LLC; Author: Mike Shel.