Lady Feluciana, Legendary Medusa Sorceress
The Griffon's Saddlebag: Book Two p. 383 (Third Party)
- Size
- Medium
- Type
- monstrosity
- Alignment
- neutral evil
- AC
- 17 (natural armor)
- Hit Points
- 228 (24d8+120)
- Speed
- walk 30 ft.
- Saving Throws
- Con +12, Int +9, Wis +10, Cha +14
- Skills
- Deception +14, Insight +10, Perception +10, Stealth +12
- Resistances
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- blindsight 30 ft., darkvision 60 ft.
- Passive Perception
- 20
- Languages
- Abyssal, Common, Draconic
- Challenge
- 22
Traits
Proficiency Bonus
+6
Innate Spellcasting
Feluciana's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Feluciana can innately cast the following spells, requiring no material components:
- At will: charm person (as a 2nd-level spell), ray of enfeeblement
- 3/day each: bestow curse, blight (as a 6th-level spell), compulsion
- 1/day each: foresight, geas
Legendary Resistance (3/Day)
If Feluciana fails a saving throw, she can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Feluciana has advantage on saving throws against spells and other magical effects.
Petrifying Glare
When a creature that can see Feluciana's eyes starts its turn within 60 feet of her, she can force the creature to make a DC 20 Constitution saving throw if she 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 feed by a Greater Restoration spell cast at 7th level or higher spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the end of its turn. If the creature does so, it can't see Feluciana until the start of its next turn, when it can avert its eyes again. If the creature looks at Feluciana in the meantime, it must immediately make the save.
Serpentine Reactiveness
Once per turn, Feluciana can make an opportunity attack with her snake hair without expending her reaction.
Virulent Weapons
Feluciana's weapon attacks are magical. In addition, damage from her weapon attacks ignore resistance to poison damage.
Actions
Multiattack
Feluciana makes four attacks: one with bident and three with her snake hair. When available, she can use her Petrifying Beam in place of her three attacks with her snake hair.
Bident
Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 14 (4d6) poison damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The bident flies back to Feluciana's hand immediately after making a ranged attack with it.
Snake Hair
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage plus 14 (4d6) poison damage.
Petrifying Beam (Recharge 5-6)
Feluciana's snakes focus a beam of petrifying energy at one creature she can see within 90 feet of her. A creature that has averted its eyes from Feluciana gains no benefit against this effect. The targeted creature must make a DC 20 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must succeed on a DC 20 Constitution saving throw at the end of tis next turn or become petrified until freed by a greater restoration spell cast at 7th-level or higher or other magic.
recharge
D5
Reactions
Retaliating Lash
When a creature within 15 feet of Feluciana deals damage to her, one of her snakes lashes out, coiling itself around the creature. The target must succeed on a DC 20 Dexterity saving throw or become grappled (escape DC 15) and be pulled up to 10 feet towards Feluciana.
Legendary Actions
Legendary Actions (3/Turn)
Feluciana can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Feluciana regains spent legendary actions at the start of her turn.
recharge
3/TURN
Move
Feluciana moves up to her speed.
Snake Hair
Feluciana makes an attack with her snake hair.
Summon Snakes (Costs 3 Actions)
Feluciana magically summons 4 (1d4+2) flying snakes or 1 swarm of poisonous snakes. A summoned creature appears in an unoccupied space within 30 feet of Feluciana, acts as here ally, and shares her Virulent Weapons trait. It remains for 1 minute, or until it or Feluciana dies, or until she dismisses it as an action.
Reflection's Doom Categoría: lair
Those foolish enough to encounter the Legendary Sorceress within her lair on a mist-enshrouded and uncharted island typically realize their folly long after the point of no return. Coated in mirrors that cannot be broken except by powerful magic or at the Lady's command, Reflection's Doom is home to poisonous albino snakes and is the final resting place of countless would-be heroes and marooned sailors.
Lair Actions Categoría: lair
When fighting in Reflection's Doom, on initiative count 20 (losing initiative ties), Feluciana takes a lair action to cause one of the following effects:
- Feluciana unleashes a horrid shriek, causing the mirrors around her lair to shatter in a painfully intense cacophony. Each creature within her lair must make a DC 15 Constitution saving throw. A creature takes 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Feluciana can use another lair action to magically repair the mirrors, allowing her to use this lair action again.
- Feluciana magically animates a statue within 120 feet of her. The animated statue has the statistics of a stone golem and acts as her ally. It remains animated until it dies or until Feluciana uses this lair action again or dies.
- While within 5 feet of a mirror, Feluciana creates two illusory duplicates of herself, each appearing within 5 feet of one of the other mirrors in her lair. When Feluciana uses this lair action, she can choose to simultaneously teleport within 5 feet of one of the other mirrors in her lair, instead creating one of the duplicates in the space she left. Each of the duplicates has Feluciana's Petrifying Glare trait, and as a bonus action, Feluciana can move any number of the duplicates up to 30 feet. A duplicate can be destroyed only by an attack that hits it (AC 15), but it ignores all other damage and effects. A creature that uses an action to examine a duplicate can determine that it is an illusion by succeeding on a DC 22 Intelligence (Investigation) check. If a creature discerns the duplicate for what it is, the illusion becomes faint to the creature. If Feluciana uses this lair action again or dies, any remaining duplicates disappear.
Spells
Charm Person, Ray of Enfeeblement, Bestow Curse, Blight, Compulsion, Foresight, Geas
Other data
description
Legends vary in their accounts of Lady Feluciana, and whether she is the oldest medusa or simply the most powerful of her kin. Like all medusas, the Lady is said to have been cursed due to her obsession with beauty and cruelty, but unlike other tales of such curses, nearly all accounts of Lady Feluciana state that she most certainly deserved hers. With many years to foment plans and practice her magic, the Lady is now a truly legendary sorceress and a terror to behold. Her followers are typically those that hunger for magical knowledge and power over other humanoids in their lives. One of the most organized collections of warlocks, the Sorceress's followers focus mostly upon the study of potent and forbidden magics. In this, their patron seems to behave unpredictably, as the Lady's worshippers seem utterly unable to determine precisely what behaviors she constitutes as ideal. Some scholars speculate that she enjoys seeing occasional in-fighting and squabbling, perhaps viewing it as a necessary or helpful means of weeding out the unworthy and identifying the truly gifted. Regardless, those cunning and cutthroat enough to survive the metaphorical snake pit are worth keeping a very careful and close eye on. Like many other Medusas, Lady Feluciana employs liberal use of terrain and her petrifying gaze to devastating effect. However, it should be noted that in stark contrast to typical Medusas, the Sorceress seems to have unlocked a more potent form of petrification magic, allowing her to petrify those she concentrates upon even if they avert their gaze. She is also exceptionally crafty, and reports indicate that her entire lair is covered in enchanted mirrors so she cannot be taken by surprise. However, it should be quite obvious that all information about the Lady is hearsay, given that not a single individual in recorded history has visited her lair and lived to tell the tale.