Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 15 Constitution 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 vitrified (turned to glass). 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 greater restoration spell 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 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Multiattack. The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow. It may also make a constrict attack if any creature is within reach.
Snake Hair. Melee Weapon Attack: +5 to hit ( 1d20+5 ), reach 5 ft., one creature. Hit: 4 ( 1d4+2 ) piercing damage plus 14 (4d6 ) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit ( 1d20+5 ), reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
The Lenz.Ranged Weapon Attack: +5 to hit ( 1d20+5 ), range 150/600 ft., one target. Hit: 6 ( 1d8+2 ) piercing damage plus 7 ( 2d6 ) cold damage , and the target's speed is reduced by 10 feet until the start of your next turn..
Constrict. Melee Weapon Attack: +5 to hit ( 1d20+5 ), reach 10 ft., one target. Hit: 7 ( 2d6 ) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target.
Gorgon’s Tail. When the medusa takes damage from an adjacent creature, she may perform a tail slap hitting on a +5 ( 1d20+5 ) and doing 10 ( 2d10 ) damage, and she pushes the target away by 30 feet. On a failed DC 15 STR or DEX save the target is also knocked prone. On a critical fail the target is stunned until the end of their next turn.
The medusa can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The medusa regains spent legendary actions at the start of her turn.
Gloine Nathair-Nathair's lair is her former temple which was also once an entertainment area of the City of the gods. Functioning monitors/TVs fill the area, at the start of the battle these monitors are off. On initiative count 20 all the monitors will turn on at Gloine's command and will always show her face as the remote cameras track her movements. As she is immune to petrification, this does not affect her, to avoid vitrification while in her lair the PCs must keep their eyes completely closed, not just averted and are blind. In addition, digital Minotaur's will manifest at the start of each round on the medusa's turn. These creatures will appear as pixelized versions of the original creatures and, if watched, step out of the monitors. Each one makes 1 attack each round and has 1 hp, however, they just re-manifest each round until the monitors are shut down or Gloine Nathair-Nathair is killed. They can be destroyed once the TVs are destroyed. They make a digital sound each time they attack.