D&D Servants Project: Medusa

Disclaimer: I focused more on accuracy to the Fate canon in these builds that I did on keeping them balanced. Therefore, these builds/homebrew will be incredibly overpowered, please do not misuse them.

Serpent of the Shapeless Isle

Medusa

Name: Medusa

Race: Goddess/Monster/Servant

Alignment: Chaotic Good

Servant Class: Rider

D&D Class: Rouge (swashbuckler archetype).

Level: 20

Hidden Attribute: Earth

Height: 172 cm

Weight: 57 kg

 

Stats:

Strength: 18 (+4)

Constitution: 14 (+2)

Dexterity: 20 (+5)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 12 (+1)

 

Armor Class: 15

HP: 143

Initiative: +6

Speed: 60 ft

Proficiency Bonus: +6

Hit Dice: 20d8

 

Saving Throws:

Dexterity: +11

Intelligence: +8

Wisdom: +9

 

Proficiencies and Languages:

Skills: Acrobatics (+11), Athletics (+10), Animal Handling (+9), History, (+8), Insight (+9), Perception (+9), Persuasion (+7), Stealth (+11).

Armor:

Weapons: Simple Weapons

Tools: Land, Sea, Air, and Space vehicles.

Languages: Greek, Celestial, “Common”

Senses: Blindsight (200 ft) Blindsense (10 ft)

Passive Perception: 13

Passive Investigation: 12

Passive Insight: 13

 

Equipment:

Nameless Dagger: Medusa’s weapons of choice. While referred to as “daggers”, it would be more accurate to refer to them as iron spikes. A 15 foot chain is attached to the end of the dagger. Deals 1D6 piercing damage. Throwable (20/60). Finesse Weapons. Medusa has slight telekinetic control over the daggers, allowing her to add her intelligence modifier to the attack roll when throwing them. After successfully attacking a target, Medusa may choose to imbed the spike into the target (if the target has a physical form). While the spike is embedded into the target and Medusa is holding the other end, the target cannot be further than 15 feet from Medusa. As a bonus action, the target can attempt to remove the dagger from them. They must make a strength check with an escape DC of 8 + Medusa’s Strength Modifier + Medusa’s proficiency bonus (18 normally, 19 under the effects of Monstrous Strength). Additionally, when a target is bound, Medusa may use her action to pull or swing the target, this follows the same rules as shoving a creature. If Medusa slams a creature into a wall, they take 1D8 bludgeoning damage. Medusa may manifest as many nameless daggers as she wants, but can only summon two in one turn. This can be done as a bonus action.

 

Abilities and Skills:

Bellerophon: Medusa’s main noble phantasm. To activate this ability, Medusa must stab herself in the neck, dealing a single melee attack to herself. Doing so creates a summoning circle, which calls for Pegasus, the divine winged horse. Pegasus has the following stats.

Medusa can mount Pegasus as a bonus action as soon as the ability is activated. Pegasus will completely follow Medusa’s commands. 

Medusa can invoke this noble phantasm’s true name as an action. Upon invoking the true name of the noble phantasm, Pegasus charges forward, cloaked in a divine light. Pegasus moves in a straight line up to his movement. Any creature within 20 ft of the celestial’s path must make a DC 20 dexterity saving throw. They take 28d8 radiant damage on a failed save or half of much on a successful one. This ability can only be used one per summoning of Pegasus. Upon using this ability, Pegasus returns to the celestial plane. This ability can be triggered the turn this ability is used by proclaiming the true name while performing the summoning.

One Pegasus returns to the celestial plane, he cannot be summoned again until Medusa completes a long rest.

Blood Fort Andromeda: Another one of Medusa’s noble phantasms. The cursed barrier that surrounded the Shapeless Isle, where the monster known as Medusa was said to have lived. To use this skill, Medusa must spend one hour setting up magic sigils surrounding an area of a maximum of 40,000 square feet. These sigils will not do anything until activated by Medusa. They do, however, emit a sinister aura that can be detected by those with familiarity to magic. Upon activation, a cursed barrier envelops the area enclosed by the sigils. The barrier gives off a crimson, blood like light. Any creature with the barrier must make a DC 16 constitution saving throw every turn. They take 2D4 necrotic damage on a failed save and half as much on a successful save. Medusa is healed for all the damage dealt. Creatures with magic resistance have advantage on this save. Additionally, if a creature has a constitution modifier of 0 or lower, they pass out and become incapasitated if they fail a save. Medusa’s master is immune to the effects of the Blood Fort. The barrier also prevents communication with the outside world, whether it be traditional or magical. This spell lasts for an hour as long as Medusa maintains concentration. After the spell ends, Medusa cannot use this ability again until she completes a long rest. Additionally, if she sets up the sigils in a new location, the ones in the old location disappear.

 

Breaker Gorgon: One of Medusa’s noble phantasms. A miniature boundary field that seals magical effects. By default, it seals Medusa’s mystic eyes, manifesting as a physical blindfold. As a bonus action, Medusa may remove it, allowing her to use her mystic eyes. Medusa can also put Breaker Gorgon back on as a bonus action. By invoking the true name of the Noble Phantasm, Medusa can use it on another creature. It can have one of the following effects.

  •  The creature must make a DC 17 Wisdom saving throw. On a failure, the target creature cannot use magic for the next hour. Any passive magical abilities the creature has are also sealed. 

  • The creature must make a DC 17 Wisdom saving throw. On a failure, the target creature is trapped in a dream for the next hour and becomes incapasitated. This dream can be anything Medusa wishes. This ability instantly succeeds against sleeping targets.

After his ability is used, Medusa cannot use it again until she completes a long rest.

 

Magic Resistance (B): Class skill of rider. Medusa is immune to the effects of harmful cantrips and spells of the fifth level or lower.

 

Riding (A+): Class skill of rider. Medusa gained proficiency in animal handling and with all types of vehicles. She can freely ride any willing aberration, beast, celestial, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, swarm, undead or a vehicle. Additionally, when riding a aberration, beast, celestial, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, swarm, undead or a vehicle, she gains access to Born to the Saddle. Finally, any willing aberration, beast, celestial, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, swarm, or undead will follow her commands even if they have not been trained. She can also utilize any vehicle even if she is unfamiliar with them.

 

Independent Action (C): Personal skill of Medusa. If Medusa’s master or whatever other creature or object that’s tying her to this world is killed or destroyed, Medusa can remain in this world for up to one day without disappearing.

 

Mystic Eyes (A+): Personal skill of Medusa. Medusa’s signature ability to turn people to stone. They are known as Cybele, the Mystic Eyes of Petrification. Any creature caught in Medusa’s gaze must make a DC 16 wisdom saving throw. If they fail, they are immobilized and are considered restrained. If they succeed, they suffer from disadvantage on attack rolls and ability checks for the next minute. Creatures with magical resistance have advantage on this save. If an immobilized creature starts its turn in Medusa’s gaze, it must make another saving throw. On a success, it stays restrained for the next minute. On a failure, the creature turns to stone and is considered petrified until freed using high level magic. Creatures with magic resistance also have advantage on this save. Creatures that succeed either saving throw need not make a save again until the negative effects currently on them end. This ability indiscriminately targets any creature in it’s range, regardless of Medusa’s will. As such, she keeps them sealed by Breaker Gorgon by default, and only releases them in combat situations.

 

Monstrous Strength (B): Personal skill of Medusa. A special ability belonging to monstrous or demonic beings. As a bonus action, Medusa may temporarily increase her strength by 2 (one modifier level). This ability lasts for the next five minutes or until Medusa chooses to end it. After the ability ends, it cannot be used again until Medusa takes a short or long rest. While Medusa uses this ability regularly, she tries to limit its use out of fear of turning back into a monster.

 

Divinity (E-): Personal skill of Medusa. Medusa was originally a goddess, but her transformation into a monster has degraded most of it. When faced with enemies that possess forms of divine protection such as the Shield of Faith and other similar abilities, roll a D20. On a roll of 18 or higher, Medusa ignores these defenses.

 

Bloodsucker: Medusa can drain magical energy from a willing, restrained, or incapasited creature by draining their blood. Medusa makes a melee weapon attack against the creature. This deals 1D4 Piercing damage + 1D6 necrotic damage. Completing this action caused Medusa to regain one of her spent hit dice. Since she’s not a vampire she can’t heal directly from this attack.

 

The following abilities are slightly altered versions of the skills from the various D&D sourcebooks.

 

Sneak Attack: Medusa knows how to strike subtly and exploit a foe’s distraction. Once per turn, she can deal an extra 10d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll.

 

Cunning Action: Medusa’s quick thinking and agility allow her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

Uncanny Dodge: When an attacker that Medusa can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

 

Evasion: Medusa can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

 

Reliable Talent: Medusa has refined her chosen skills until they approach perfection. Whenever she makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.

 

Blindsense: If Medusa is able to hear, she is aware of the location of any hidden or invisible creature within 10 feet of her.

 

Slippery Mind: Medusa has acquired greater mental strength. She gains proficiency in Wisdom saving throws.

 

Elusive: Medusa is so evasive that attackers rarely gain the upper hand against her. No attack roll has advantage against her while she isn’t incapacitated.

 

Stroke of Luck: Medusa has an uncanny knack for succeeding when she needs to. If her attack misses a target within range, she can turn the miss into a hit. Alternatively, if she fails an ability check, she can treat the d20 roll as a 20. Once she uses this feature, she can’t use it again until you finish a short or long rest.

 

Fancy Footwork: Medusa has learned how to land a strike and then slip away without reprisal. During her turn, if she makes a melee attack against a creature, that creature can’t make opportunity attacks against her for the rest of her turn.

 

Rakish Audacity: Medusa’s confidence propels her into battle. She can give herself a bonus to her initiative rolls equal to her Charisma modifier. She also gains an additional way to use her Sneak Attack; she doesn’t need advantage on the attack roll to use her Sneak Attack against a creature if she is within 5 feet of it, no other creatures are within 5 feet of her, and she doesn’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to her.

 

Panache: Medusa’s charm has become extraordinarily beguiling. As an action, she can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear her, and they must share a language. If she succeeds on the check and the creature is hostile to her, it has disadvantage on attack rolls against targets other than her and can’t make opportunity attacks against targets other than her. This effect lasts for 1 minute, until one of her companions attacks the target or affects it with a spell, or until she and the target are more than 60 feet apart. If she succeeds on the check and the creature isn’t hostile to her, it is charmed by her for 1 minute. While charmed, it regards her as a friendly acquaintance. This effect ends immediately if she or her companions do anything harmful to it.

 

Elegant Maneuver: Medusa can use a bonus action on her turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check she makes during the same turn.

 

Master Duelist: Medusa’s mastery of the blade lets her turn failure into success in combat. If she misses with an attack roll, she can roll it again with advantage. Once she does so, she can’t use this feature again until she finishes a short or long rest.

 

History:

This section is paraphrased from Medusa’s page on Type-Moon wiki, so most of the credit goes to them.

Medusa, the gorgon from greek mythology, and one of the most famous monsters in the world. Her existence was originally similar to a divine spirit, but over time it’s degraded to that of an anti-hero. Medusa’s actual life was quite different to what her myth describes.

Medusa, along with her sisters Stheno and Euryale, were goddesses born from this desire of mankind. There were intended to be perfect goddesses, never changing perfect beings. They should have all been identical, but due to an error Medusa was made different from the other two. She grew older over time, but was granted special powers in compensation. She was granted Mystic Eyes as well as knowledge of combat in order to protect her sisters. This caused the formerly monlific sisters to become three different individuals. Due to her difference, Medusa spent most of her youth being bullied by her sisters.

When Medusa reached adulthood, she became incredibly beautiful and was regarded as a princess by the followers of her sisters. The goddess Athena was jealous of her beauty, and cursed her. She took away the faith the people had for her, and turned it into hatred. Those who once adored her banished her to the Shapeless Isle. It was a barren and desolate place. When she first arrived at the island, she was beset with confusion and loneliness, unsure what she had done wrong. Despite still being loved by the people, Stheno and Euryale went to the Island as well to take care of her. Medusa was happy with the sisters’ company, but feared the coming of humans.

As time went on, rumors spread that Medusa was a monster. As such, many humans came to kill her and “save” her sisters. In order to protect her sisters, Medusa slew any soldier who dared disturb the piece of her island. Despite the petrified forms of would be challengers littering the island, they lived relatively peaceful lives, even at one point receiving Pegasus as a gift from Poseidon. Though she was bullied by her sisters, Medusa wanted their peace to continue. She killed any human that dared challenge her in order to preserve this life she had.

As time went on, a darker force began to take hold in Medusa’s heart. Despite her sister’s warning, she began to pursue more efficient ways to kill humans. She experimented with trapping and draining the blood of her targets to scare people away from the island, but warriors kept on coming. Her body began to become disfigured, so she stopped appearing in front of her sisters out of shame. Soon she yearned for new challengers to fill the void of loneliness in her heart.

As time went on, she transformed into the Gorgon, a mindless serpentine monstrosity. While she had originally sought this power to protect her sisters, her mind had become degraded to such an extent that she no longer remembered them. Lamenting their failure to act before it was too late, Stheno and Euryale let themselves be devoured by the Gorgon as a last apology to their sister.

At this time the Gorgon’s notoriety had reached its highest. One day, a hero by the name of Perseus came to slay the monster. Granted five noble phantasms by the gods, he traveled to the shapeless isle to slay the beast. At first the hero was overwhelmed, but he was able to turn it around at the last minute with a clever trick. When the monster attempted to use Breaker Gorgon against Perseus, he reflected it back at her using the power of Kibisis. Trapped in her own mind, Medusa’s personality resurfaced for a split second. Remembering the life she had with her sisters, she let Perseus behead her, ender her life. 

 

Personality:

Medusa is a quiet person, often preferring to analyze the situation rather than speak. She is quite good at reading people, but often struggles with knowing how to act in social situations. She takes time to trust someone, but she makes for a loyal ally.

Medusa is somewhat of a “big sister” to those she cares for. She’ll often watch over them from a distance, working behind the scenes to preserve their happiness. It is actually not uncommon to see her lurking around her friends and loved ones, protecting them from a distance. To thoses she is closest to, she’s willing to sacrifice anything for them. Despite this, she does have a bit of a habit of affectionately teasing her friends.

Medusa holds an affinity for people like herself. She’s naturally drawn to those who’ve been rejected by the world and feel alone. She holds a deep sympathy for those people, and will try to help them improve their lives. Most of all, she doesn’t want them to become like her. If someone seems destined to become a monster, she’ll do everything in her power to prevent such a fate.

Medusa’s a very logical person, rarely acting out of anger or instinct. Often she suppresses her emotions during combat, becoming a cold killing machine. In fact, even outside of combat it’s very difficult to get under her skin. If there’s one thing that she is self continuous of, it’s her height; she hates how tall she is. She’s also convinced that she’s not cute, and has a severe inferiority complex when it comes to her appearance.

When outside of combat, Medusa prefers to dress plainly.

Medusa dislikes mirrors as they remind her of her death.

In her free time, Medusa enjoys reading in her room, and can sometimes be in there for hours on end. She doesn’t have a favorite type of books, she simply enjoys the act of reading something new. If given enough free time, she’ll quickly amass a large collection. Additionally, Medusa enjoys swimming for leisure as well.

As one might expect, Medusa loves snakes. She also refuses to eat them.

As a Rider, Medusa is somewhat picky about her mode of transport. While she’s able to push any vehicle past it’s limits, she still only wants the best mount for herself. This is particularly true in regards to bicycles. She also enjoys the occasional joy ride, though her ferocity has destroyed many a vehicle.

Medusa isn’t that interested in men and isn’t self conscious around them. However, she is willing to use seduction as a tool to reach her goals.

If there’s one thing Medusa fears, it’s turning back into a monster. It’s the reason she tries to avoid using her more monstrous powers and why she’s sometimes hesitant to get close to her. She doesn’t want anyone else to end up like her sisters.

Speaking of her sisters, they are probably her only other fear. While normally calm and composed, the thought of her sisters makes her tense up. People who remind her of her sisters can even make her panic like a frightened child.

Medusa doesn’t have a wish for the Holy Grail as she originally joined the conflict to protect a certain girl. However, if she were to be given the chance, she’d probably wish to be shorter.

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