TEXT: 1
  Legendary Races: Medusa
  About Purple Duck Games
  Purple Duck Games is the vanity press 
  company created by hobbylancer, Mark 
  Gedak and freelancer, Stefen
  Styrsky. Purple Duck Games strives to 
  bring you the consumer, tightly focused 
  releases for your favourite open
  game license game. If you have any com-
  ments, suggestions or a list of abuses I’ve 
  made toward the English
  language please don’t hesistate to email me 
  at publisher@purpleduckgames.com.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Author: Stefen Styrsky
  Additional Text: Mark Gedak
  Publisher: Purple Duck Games
  Layout: Mark Gedak
  Art: Michael Scotta, Marc Radle, public domain work of Peter Paul Rubens, Roderic Waibel, and art re-
  sources from Skortched Urf’ Studios Sketchbook Page #14.
  Introduction 
  2
  Medusa Physiology 
  2
  Habitat and Society
  2
  Medusa Alchemy
  3
    Elixer Mixer (feat)
  3
  Medusa Racial Class
  4
    Jaqueline, Medusa Assassin
  5
    Diffraction Goggles
  5
  Half-Medusa
  6
     Half-Medusa Racial Traits
  6
     Alternate Racial Traits
  7
     Favored Class Options
  8
     Dokka, Alchemist
  8
  Additional Rules
  9
     Medusa Bloodline (sorcerer)
  9
     Swift Poisoner
  10 
  Medusa Variants
  10
  Snake-Bodied Template
  10
  Additional Medusa
  10
     Blood Summoner Medusa
  10
     Gorgon
  11
     Medusa Husk
  13
  
  2
  Medusa
  Like the cyclops race, the medusa’s current state exists 
  because of conflict with the gods. While the cyclops 
  attempted to supplant the universe’s deities -- and thus 
  earned their scorned and outcast state -- the medusa 
  refused to become gods and were cursed for it.
     Millennia ago there existed a race of unnaturally 
  beautiful women with a reputation for incredible 
  skill in archery. They were called the medusa, which 
  meant “thunder women” in an ancient tongue. Such 
  a beguiling people eventually attracted the attention 
  of the gods, in particular the god of the sun and the 
  god of the ocean. They courted Esthano, the queen, 
  promising her the gift of immortality, wealth beyond 
  measure and knowledge only the gods possessed.  
     Esthano refused. She loved another and was true 
  to her heart. Immortality, gold, arcane knowledge 
  meant nothing to her if she could not have the one she 
  desired. Instead of simply forcing her to choose, the 
  Sun and Ocean god went to her people and told them 
  of all she forsook simply for love. The deities offered 
  the medusa the same gifts they offered Esthano – 
  everlasting life, riches and knowledge. All they had to 
  do was persuade their queen to marry one of them, for 
  how could a queen neglect the will of her subjects?
     Instead, the medusa urged their queen to remain true 
  to herself. They refused to force Esthano to act against 
  her nature. 
     The Sun God and Ocean God flew into a rage. 
  They sent their foremost champion to slay Esthano 
  and take her head as a trophy. The two gods cursed 
  the medusa. From then on they became the opposite 
  of what they once were. Their beauty changed into 
  the hideous visage of a snake, and their lovely eyes 
  now turned other creatures to stone. Their disdain for 
  material wealth suddenly became insatiable greed and 
  their ancient, eldritch knowledge was now a warped, 
  perverted study of death and destruction.
  Medusa Physiology
  The typical medusa weighs about 150 lbs. and stands 
  just under six feet. Their limbs resemble those of a 
  human female, but scales cover their arms and legs 
  about halfway up towards the torso. These scales 
  afford a significant amount of protection against 
  weapons. A medusa’s face and body is shapely 
  and beautiful but also snake-like, serpent-eyed and 
  sometimes scaly. A clothed and hooded medusa 
  can drive others to distraction with her beauty. No 
  undisguised medusa is ever confused for a human or 
  elf. 
     The serpent hair resembles asps and strike with a 
  similar poison. Some reports hint that the rare medusa 
  possesses constrictor snakes for hair. Instead of biting, 
  its snakes which can be up to ten feet long, wrap 
  around victims to force them to stare into the medusa’s 
  face. Sable Torgon in his treatise The Monstrous 
  Human: His Kith and Kin wrote of an encounter with 
  a medusa whose snakes spit poison as well as injecting 
  it with a bite.
     Though the ability to turn creatures to stone is the 
  medusa’s most feared ability, the snakes make them 
  formidable adversaries. They allow a medusa to see in 
  all directions, but what most people don’t realize they 
  also allow a medusa to peer around corners or watch 
  from hidden spaces without exposing themselves. 
  Surprise – the ability to catch foes unprepared, 
  exposing them to her stare before they can look away 
  – is the medusa’s preferred method of combat.
  Habitat and Society
  The medusa’s existence puzzles scholars and laymen 
  alike for one simple reason: the creatures pose a 
  threat to each other as much as they do to other 
  species. Speculation as to how medusa survive close 
  encounters with each other range from a societal 
  prohibition on turning other medusa-kind into 
  stone, an as yet undiscovered method of preventing 
  petrification, to the belief that medusa revert back to 
  flesh when turned to stone.
     Though common knowledge suggests medusa are 
  all female and reproduce through selective use of 
  other species a few scholars reject this hypothesis. The 
  creatures are too prolific to solely rely on this method 
  of reproduction. 
     Medusa prefer to live alone. They sometimes band 
  together if there is an advantage to be gained, but such 
  alliances last only until whatever agreed upon goal is 
  achieved. After that greed and jealousy take their toll. 
  Medusa always fight each other to the death, though is 
  some cases a medusa will blind her defeated opponent 
  and make a slave of her. Without the ability to turn 
  other creatures to stone, the loser poses little threat to 
  her mistress.
     Treasure hoards of medusa always include unusual 
  items such as paintings, tapestries, and other works of 
  
  3
  art, and unique items valuable for their rarity -- ornate 
  furniture, strange musical instruments, religious idols 
  and clothing. It can be said medusa possess highly 
  discriminating, but also unusual, taste. Wealthy, 
  successful medusa amass hoards of rare art that would 
  be the envy of kings, but medusa bards might consider 
  musical scores their prized possessions.
     The medusa that do not live alone do so with slaves, 
  underlings and consorts. In cities where medusa set 
  up criminal enterprises or thieves’ guilds, the creature 
  usually leaves day-to-day operations to a half-medusa 
  offspring or a trusted and competent lover. 
  Medusa Alchemy
  While medusa possess a reputation for sorcery and 
  witchcraft, their society is heir to ancient alchemical 
  lineage. Before the gods warped the medusa into the 
  rapacious, evil race they are today, their alchemy 
  was a source of healing and physical enhancement. 
  After their transformation, the medusa figured ways 
  to incorporate their own blood and poison into their 
  mixtures. An alchemist steeped in this tradition can 
  choose the following new alchemist class abilities.
  New Discoveries
  Medusa and half-medusa alchemists may add the 
  following discoveries to the list of discovery options 
  available to them.
     Gorgon Skin: The alchemist can formulate a 
  concoction to harden her skin to the metal-like quality 
  of the original gorgon. She gains DR 10/-- adamantine 
  whenever she imbibes a mutagen. An alchemist must 
  be at least 6th level before selecting this discovery.
     Poison Mutagen: Whenever an alchemist imbibes 
  a mutagen, any poison he inflicts through a natural 
  attack gains a +2 to its DC.
     Serpent Transformation: The alchemist gains the 
  snake-bodied template (see below) whenever she 
  ingests a mutagen. An alchemist must be at least 6th 
  level before selecting this discovery.
     Skin Mutagen: The medusa concocted a mutagen 
  that toughened their hides and made them more 
  resistant to damage. Skin mutagen grants the alchemist 
  who imbibes it a +4 bonus to natural armor, but 
  also lessens the power of the medusa’s gaze attack, 
  imposing a -2 penalty to the gaze’s DC. An alchemist 
  without a gaze attack instead takes a -4 penalty to 
  Charisma.
     Snake Arms: Whenever the imbibes a mutagen her 
  arms grow in length, increasing her reach by 5 ft. In 
  addition, her hands become snake heads, granting 
  her two natural bite attacks that deal 1d6 damage 
  plus Strength modifier damage or 1d4 if she is Small. 
  These bites are poisonous and act as medusa snake 
  hair poison with a Fort save equal to 10 + ½ total HD 
  + Con modifier. An alchemist must be at least 4th level 
  before selecting this discovery.
     Stone to Flesh: The alchemist can sprinkle this 
  concoction over stone to turn it into living tissue as the 
  stone to flesh spell. An alchemist must be at least 12th 
  level before selecting this discovery.
     Walking Statue: The alchemist can sprinkle this 
  concoction over a living creature that has been turned 
  to stone, transforming it into a stone golem under the 
  alchemist’s control. This lasts for a number of minutes 
  equal to the alchemist’s level. An alchemist must be at 
  least 12th level before selecting this discovery.
  Grand Discovery (Su): At 20th level an alchemist can 
  take this grand discovery instead of the ones listed in 
  the Advanced Players Guide. 
     Permanent Transformation: The alchemist can make 
  permanent one of the above discoveries.
  Elixir Mixer
  Your knowledge of alchemy allows you to concoct 
  elixirs.
  Prerequisite: Alchemist.
  Benefit: You can create any elixir with a successful 
  Spellcraft check without having to meet the item’s 
  construction requirements.
  
  4
  Medusa Racial Class
  For players who want to run a medusa character, the 
  medusa player class is presented here. The medusa 
  class is meant to scale with PCs of similar levels 
  and therefore does not grant a PC the full powers of 
  the medusa described in the Bestiary until late in its 
  advancement. This can be thought of the medusa’s 
  normal growth cycle, from young hatchling to mature 
  adult. A medusa may multiclass between medusa 
  and other classes as freely as she desires. A medusa 
  character always treats the medusa class as her 
  favored class.
  Role: With their high Constitution and fast attack 
  bonus progression a medusa can fulfill a party’s need 
  for a melee combatant. However, the medusa’s gaze 
  ability and proficiency with ranged weapons 
  also suit her to the role of scout and 
  skirmisher.
  Alignment: Any
  Hit Die: d10
  Class Skills
  The medusa class skills are Bluff, 
  Craft, Intimidate, Perception, Stealth, and 
  Survival.
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are class features of the medusa.
  Medusa Racial Traits (Ex): At first level a medusa 
  gains a number of racial traits detailed below:
     +2 Constitution, +2 Charisma: Medusa are hardy 
  creatures with forceful personalities.
     Medium: Medusa are Medium creatures and have 
  no bonuses or penalties due to their size.
     Normal Speed: Medusa have a base speed of 30 ft.
     Darkvision: Medusa can see in the dark to a range 
  of 60 ft.
     Natural Armor: A skin resembling the scales of 
  snake grants the medusa a +2 natural armor bonus.
     Weapon and Armor Proficiency: A medusa is 
  proficient with all simple weapons, light blades, 
  scimitars, bows, and light armor, medium armor, and 
  shields (except tower shields).
     Languages: Medusa begin play speaking 
  Common and Medusa. Medusa with high 
  Intelligence scores can choose from the 
  following bonus languages: Draconic, 
  Giant, and Cyclops.
  Stunning Gaze (Su): A medusa gains 
  the ability to stun creatures with her 
  gaze. A number of time per day equal 
  to her Charisma modifier (minimum 
  1) she may focus her gaze as a standard 
  action on a single creature within 30 ft. 
  The target must make a Fortitude save (DC 
  10 + ½ medusa class level + Charisma modifier) 
  or be stunned for 1 round. Creatures immune to the 
  Level
  Base Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +0
  +2
  +2
  Medusa racial traits, 
  stunning gaze
  2nd
  +2
  +0
  +3
  +3
  +2 Con, +2 Dex
  3rd
  +3
  +1
  +3
  +3
  +1 Cha
  4th
  +4
  +1
  +4
  +4
  +1 natural AC, +2 Con
  5th
  +5
  +1
  +4
  +4
  +2 Dex, snake hair
  6th 
  +6
  +2
  +5
  +5
  +1 natural AC, poison bite
  7th
  +7
  +2
  +5
  +5
  +1 Cha, +2 Con
  8th
  +8
  +2
  +6
  +6
  Petrifying gaze
  
  5
  petrifying gaze of a medusa are also immune to this 
  ability.
  Ability Increase (Ex): As the medusa matures 
  she grows as fast and hardy as a serpent, and her 
  personality increases to match. At 2nd, 4th and 7th levels 
  her Constitution increases by +2. At 2nd and 5th level 
  her Dexterity increases by +2. Finally, at 3rd and 7th 
  level her Charisma increases by +1. 
  Natural Armor (Ex): The skin of a medusa, while 
  remaining as soft and smooth as a female human also 
  possesses a resilience that resists blows and injury. 
  The bonus to a medusa’s natural AC increases by +1 at 
  4th and 6th levels.
  Snake Hair (Ex): At 5th level the hair of a medusa 
  turns into turns into a mass of hissing snakes. She can 
  see with theses snakes and gains a +4 racial bonus 
  to Perception skill checks. In addition, she gains all-
  around vision. She can see in all directions at once and 
  can not be flanked.
  Poison Bite (Ex): When the medusa reaches 6th level 
  the snakes in her hair can make a single bite attack as 
  a standard action against an adjacent opponent. This is 
  considered a secondary weapon and deals 1d4 points 
  plus ½ Strength modifier damage on a hit. The bite 
  also inflicts poison on a successful hit. 
     Poison: Bite—injury; save Fort DC 10 + ½ Hit Dice 
  + Con modifier; frequency 1/round for 3 rounds; effect 
  1d2 Str; cure 1 save. At 8th level the poison increases 
  in potency. Poison: Bite—injury; save Fort DC 10 + 
  ½ Hit Dice + Con modifier; frequency 1/round for 6 
  rounds; effect 1d3 Str; cure 2 consecutive saves.
  Petrifying Gaze (Su): At 8th level the medusa’s full 
  power manifests. Creatures within 30 ft of her who 
  meet her gaze turn to stone permanently unless they 
  succeed on a Fort save (DC 10 + ½ medusa class level 
  + Charisma modifier). This replaces stunning gaze.
  Purple Duck Note
  Although giving a player character access to a 
  petrifying gaze power seems very powerful, the 
  effectiveness of this ability will dimish over time 
  as the DC of the ability is based on the medusa 
  class level. This effectively limits it to DC 14 + 
  Con modifier give or take a feat or magic item. 
  Additionally medusa player characters are likely to 
  suffer extreme prejudice because of their monstrous 
  nature.
  JAQUELINE, MEDUSA ASSASSIN
  Female medusa 5/assassin 4
  NE Medium Monstrous humanoid
  Init +8; Senses all-atround vision, darkvision 60 ft.; 
  Perception +16
  Defense
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 86 (5d10 + 4d8 + 36)
  Fort +6, Ref +10, Will +5; +1 save vs. poison
  Immune flanking
  Offense
  Speed 30 ft. 
  Melee assassin’s dagger +14 (1d4+3, 19-20/x2)
  Ranged +1 keen composite longbow +13 (1d8+1; 19-
  20/x3)
  Special Attacks death attack* (DC 16), sneak attack 
  +2d6
  Statistics
  Str 13, Dex 18, Con 18, Int 15, Wis 10, Cha 11
  Base Atk +8; CMB +9, CMD 23
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Swift Poisoner, Weapon Finesse
  Skills Bluff +12, Disguise +12, Knowledge (local) 
  +11, Perception +16, Sleight of Hand +16, Stealth 
  +16; Racial Modifiers +4 to Perception
  Languages Common, Draconic, Giant, Medusa
  SQ hidden weapons poison use, snake hair, true death, 
  uncanny dodge
  Gear 
  As a 9th level player character, Jaqueline needs 28,200 
  gp worth of additional gear plus a pair of diffraction 
  goggles.
  * Jaqueline can use the death attack power with a 
  ranged attack.
  Diffraction Goggles: When worn, these goggles allow the wearer to see normally but they prevent the wearer 
  from accidentily using their gaze attack on others. Diffraction goggles are a favored tool of medusa adventurers. 
  Weight 1 lb. Cost 40 gp.
  
  6
  Half-Medusa
  Medusa are only ever females. While legends contain 
  references to male medusa their existence remains 
  unproven. Medusa reproduce by taking a male lover 
  from a different humanoid species, usually human 
  though not always. Females born to medusa may be 
  other medusa or half-medusa, while males born to 
  medusa are always half-medusa. Most half-medusa 
  grow up in the service of their mother and sisters and 
  become bodyguards or ambassadors to the outside 
  world. A few act as the public face of their mother’s 
  criminal organization or broker with creatures from 
  whom the medusa wishes to hide. 
  Physical Description: A half-medusa’s eyes are its 
  most striking characteristic. Most possess the vertical 
  slits of a snake and stare with a hypnotic intensity. 
  Their skin ranges from pale to dark, but always with a 
  greenish tinge. 
  Society: Half-medusa have no indigenous culture. 
  They adopt the laws and mores of the creatures who 
  raise them, usually other medusa or half-medusa. 
  Those half-medusa raised in a medusa covey learn 
  follow the prohibitions and taboos of medusa society. 
  Half-medusa raised among other humanoids must 
  often hide their parentage or face prejudice and 
  violence.
  Relations: Most humanoids find it difficult to accept 
  half-medusa as equals. Fear of a half-medusa’s gaze 
  power makes other races reject the presence of a 
  half-medusa unless the half-medusa has spent a long 
  time earning their trust. A half-medusa raised in 
  medusa society is taught it descends from a superior 
  species. Such half-medusa have trouble treating other 
  intelligent creatures as equals.
  Alignment and Religion: Half-medusa raised by 
  other medusa are almost always evil and worship the 
  medusa’s strange serpent gods. A few half medusa 
  who experienced poor treatment from other medusa 
  may reject evil medusa society and instead become 
  good aligned. A half-medusa from a humanoid society 
  either adopts the religion and alignment of that society 
  or turns against it if treated poorly.
  Adventurers: Half-medusa make powerful sorcerers. 
  Some understand the fear their presence generates and 
  use that to their advantage to become enforcers, spies 
  or warriors.
  Half-Medusa Racial 
  Traits
  +2 to Constitution, +2 to Charisma, -2 to Wisdom
  Medium: Half-medusa are Medium creatures and 
  have no bonuses or penalties due to their size.
  Normal Speed: Half-medusa have a base speed of 30 
  feet.
  Darkvision: Half-medusa can see in the dark up to 60 
  feet.
  Snake Eyes: Half-medusa stare with an implacable 
  intensity. They gain a +2 racial bonus to Intimidate 
  skill checks.
  Medusa Blood: Half-medusa count as humans, 
  medusa and monstrous humanoids for any effect 
  related to race.
  Serpent’s Gaze: As a standard action a number 
  of times per day equal to his Charisma modifier 
  (minimum 1) a half-medusa may stun a single 
  creature within 30 feet that meets his gaze. The target 
  is allowed a Will save (DC 10 + ½ half-medusa’s 
  character level + Cha modifier) to negate the effect. A 
  failed save means the creature is stunned for 1 round. 
  This is a mind-affecting effect. Creatures immune to 
  the petrifying gaze of a medusa are also immune to 
  this ability.
  Languages: Half-medusa begin play speaking 
  Common and the Medusa dialect. Half-medusa 
  with high Intelligence scores can choose from the 
  following: Draconic, Giant, and Cyclops.
  Half-Medusa Racial 
  Options
  Feared and hated even more than other half breeds 
  such as half-orcs and half-cyclops, the half-medusa 
  must work hard for acceptance. Their forceful 
  personalities and connection to strange, supernatural 
  powers make them natural oracles, sorcerers, and 
  witches. A few take up the role of rogue, employing 
  the natural ability to beguile and entrance others to con 
  and steal. Some instead decide on the path of the bard, 
  realizing their heritage gifts them with unique abilities 
  to influence and entertain.
  In addition to this diversity, half-medusa are 
  more varied in their backgrounds than they might first 
  appear. A few imitate their female parent and develop 
  a powerful lust for gems, gold and jewels. Some 
  practice the ancient magic that is the racial heritage of 
  the medusa. Such half-medusa might have different 
  
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  racial traits those raised in a more traditional medusa 
  covey. 
  Half-Medusa Adventurers
  Half-medusa who chose to become adventurers tend to 
  be spellcasters, from evil-eyed sorcerers to mysterious 
  oracles and witches. 
  Alchemist: The ancient medusa race knows many 
  alchemical secrets. Half-medusa alchemists can draw 
  on deep alchemical tradition.
  Barbarian: Half-medusa who become barbarians 
  usually do so after a life in the wild fending for 
  themselves after running away from their parents or 
  adopted home. A half-medusa’s internal fortitude suits 
  them to such a life.
  Bard: Half-medusa readily take up the bard’s role. 
  Their naturally strong personality and beguiling stare 
  make them excellent bards.
  Cavalier: Half-medusa rarely become cavaliers, 
  though their strong personalities suits them to the role. 
  Those who do usually dedicate themselves to the order 
  of the dragon and the group it reperesents.
  Cleric: Despite the medusa race’s early abuse at the 
  hands of the gods, many half-medusa find comfort 
  worshipping serpent gods or deities of magic.
  Druid: The druid’s connection to nature resonates 
  strongly in a creature born of a parent with animal 
  aspects. Half-medusa usually take snake animal 
  companions.
  Fighter: While half-medusa are no stronger or more 
  agile than other creatures, their unnerving gaze and 
  physical resiliency make them capable fighters. 
  Inquisitor: Half-medusa inquisitors tend to fall in 
  one of two extremes. Either they spend a lifetime 
  hunting the enemies of the medusa race or reject their 
  parentage and attempt to exterminate medusa and all 
  other serpent-kin.
  Monk: Nothing about a half-medusa leads him to a 
  monastic calling. Some half-medusa find peace and 
  safety in a monastery, free from the outside world’s 
  prejudice and hatred.
  Oracle: Half-medusa almost by nature become 
  oracles. The serpent is a symbol of divination in many 
  societies and a half-medusa finds it quite easy to tap 
  the forces that imbue oracles with their power.
  Paladin: Just as rare as the cavalier is the half-medusa 
  paladin. Half-medusa paladins usually worship gods of 
  the sun and fire who also control domains associated 
  with prophecy.
  Ranger: The natural hardiness of a half-medusa 
  makes them well-suited to the role of ranger. Their 
  personalities also lend well to bonding with animal 
  hunting companions who won’t fear or reject them in 
  the way of intelligent creatures
  Rogue: The half-medusa rogue employs his guile to 
  steal without violence or chooses the role of spy or 
  infiltrator.
  Sorcerer: Half-medusa make strong sorcerers. Their 
  innate connection to supernatural powers enhances the 
  sorcerer’s other magical abilities.
  Summoner: A vein of summoning magic runs in 
  the medusa. The half-medusa can tap this magic to 
  become accomplished summoners. A half-medusa’s 
  eidolon often resembles a serpent.
  Witch: Their mysterious background and strange gaze 
  often mistaken for the evil eye, make half-medusa 
  witches seem a natural choice. The half-medusa witch 
  usually has a snake familiar and a trickery patron.
  Wizard: The medusa’s ancient heritage means 
  half-medusa who take up the formal study of the 
  arcane arts can draw on a long and deep tradition. 
  Half-medusa wizards often concentrate on illusions, 
  glamers and other forms of magical deception.
  Alternate Racial Traits
  The following racial traits might be selected instead 
  of existing half-medusa racial traits. Consult your GM 
  before selecting any of these new options.
  Hypnotic Gaze: The gaze of a medusa does not 
  always petrify. It can stun and even hypnotize. A half-
  medusa with this racial trait can use cause fear, daze, 
  and hypnotism each once per day as spell-like abilities 
  with a caster level equal to the half-medusa’s character 
  level. This replaces the serpent’s gaze racial trait.
  Scales: Some half-medusa inherit physical traits more 
  akin to the snake. These medusa gain a +1 natural 
  armor bonus. This trait replaces the snake eyes racial 
  trait.
  Snake Hair: Some half-medusa display their heritage 
  more openly. These medusa have snakes on their head 
  where hair normally grows. A medusa with this racial 
  trait  gains a +2 racial bonus to Perception checks and 
  a +2 bonus to AC against creatures that flank him. This 
  replaces the serpent’s gaze racial trait.
  Medusa Resistances: The strange heritage that is a 
  medusa sometimes conveys increased resistance to a 
  medusa’s powers. Half-medusa with this racial trait 
  
  8
  receive a +4 bonus to saves against spells and effects 
  that petrify such as a gorgon’s breath or a flesh to 
  stone spell. This racial trait replaces the serpent’s gaze 
  racial trait.
  Public Face: Some half-medusa spend an early 
  life representing their more dangerous kin among 
  humanoids species. Half-medusa with this racial trait 
  gain a +2 racial bonus to Diplomacy checks. This 
  racial trait replaces the snake eyes racial trait.
  Snake Empathy: The half-medusa with this racial 
  trait possesses a strong kinship with serpents. He may 
  use wild empathy on snakes as if a druid equal to his 
  class level. This replaces the snake eyes racial trait.
  Weapon Familiarity: Medusa employ bows to lure 
  creatures close and into the range of their gaze. Skill 
  with the bow is inculcated in medusa and half medusa 
  at an early age. A half-medusa with this racial trait is 
  proficient in the use of heavy and light crossbows, and 
  shortbows and longbows (including composite bows). 
  This replaces the serpent’s gaze racial trait.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever he gains a level in a favored class, 
  a half-medusa has the option of choosing from a 
  number of other bonuses, depending upon his favored 
  class. The following options are available to all half-
  medusas who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the listed favored class reward. 
  Alchemist: Add +1/2 to the number of bombs per day 
  the alchemist can create.
  Bard: Add +1/2 to the saving throw DC of the bard’s 
  fascinate ability.
  Druid: Add +1 hit point or +1 skill rank to the druid’s 
  animal companion.
  Fighter: Choose a crossbow, longbow or shortbow. 
  Add a +1/2 circumstance bonus on critical hit 
  confirmation rolls with that weapon (maximum bonus 
  of +4). This bonus does not stack with Critical Focus.
  Oracle: Treat the oracle’s level as +1/2 higher for 
  the purpose of determining the effects of the oracle’s 
  revelation ability.
  Rogue: Add +1/2 on Bluff checks.
  Sorcerer: Add one enchantment spell known from the 
  sorcerer spell list.
  Witch: Treat the witch’s level as +1/2 higher for 
  the purpose of determining the effects of the witch’s 
  hexes.
  Wizard: Add one illusion spell from the wizard spell 
  list to the wizard’s spellbook.
  DOKKA 
   
  CR ½ (XP 200)
  Male half-medusa alchemist 1
  NE Medium humanoid
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 8 (1d8)
  Fort +2; Ref +4; Will +1
  Offense
  Speed 30 ft.
  Melee morningstar +0 (1d8)
  Ranged bomb +3 (1d6+2), or light crossbow +2 (1d8)
  Special Attacks mutagen (Dexterity), serpent gaze 
  (DC 12)
  Extracts Known (CL 1st):
  1st—bomber’s eye, disguise self
  Statistics
  Str 10, Dex 14, Con 10, Int 15, Wis 12, Cha 15
  Base Atk +0; CMB +0; CMD 12
  Feats Brew Potion, Throw Anything, Weapon Focus 
  (bomb)
  Skills Appraise +6, Craft (alchemy) +6, Intimidate 
  +4, Knowledge (arcana) +6, Heal +5, Perception +5, 
  Spellcraft +6; Racial Modifiers +2 Intimidate
  Languages Common, Draconic, Medusa
  SQ medusa blood, serpent eyes
  Gear morningstar, light crossbow, 10 bolts, studded 
  leather armor, alchemist bag, heavy coat with many 
  pockets
  The medusa who spawned Dokka had no use for 
  him. She handed the mewling infant to her slaves 
  and promptly forgot about him. Unlike many of his 
  siblings Dokka managed to survive to adulthood. 
  While still a member of the brood he learned some 
  basic alchemical tricks from other half-medusa 
  relatives. When old enough Dokka struck out to 
  discover what riches and pleasures the world offered.
  
  9
  DOKKA’S EXPERIMENT JOURNAL
   (LEVEL 1 ALCHEMIST)
  This journal is covered with iridescent snakeskin. The 
  surface is unmarred currently as Dokka has only begun 
  his experimentation in the alchemical arts. The pages 
  of the journal are filled with alchemical equations, 
  recipes for mundane creations and serpentine doodles.
  Value 95 gp
  Formula
  1st – bomber’s eye, crafter’s fortune, cure light 
  wounds, disguise self 
  Mundane Formula
  Bonebreaker (DC 25): Derived from the elusive 
  skullcap mushroom, adventurers anticipating 
  encounters with the undead keep at least a few 
  applications of this expensive substance nearby. 
  Bonebreaker applied to any weapon provides a +1 
  bonus to the weapon’s attack and damage rolls for 
  the next 2d4 rounds whenever the wielder attacks 
  corporeal undead. Coating the weapon with an 
  application of bonebreaker requires a standard 
  action that provokes an attack of opportunity. One 
  application costs 75 gp.
  Additional Rules
  Medusa (Sorcerer Bloodline)
  It is well known the glance from a medusa is so 
  powerful objects of her gaze are forever changed even 
  if they do not turn to stone. At sometime an ancestor 
  of yours survived such an encounter. This brush with 
  the snake-woman’s power left the survivor altered, and 
  this change was passed on to you, generations later.   
     Class Skill: Disguise.
     Bonus Spells: disguise self (3rd), invisibility (5th), 
  sepia snake sigil (7th), poison (9th), seeming (11th), 
  flesh to stone (13th), statue (15th), screen (17th), shades 
  (19th).
     Bonus Feats: Deceitful, Persuasive, Point Blank 
  Shot, Precise Shot, Skill Focus (Appraise), Skill Focus 
  (Disguise), Spell Focus, Weapon Focus.
     Bloodline Arcana Whenever you cast a spell of the 
  glamer subschool with a visual component, increase 
  the spell’s DC by +2.
     Bloodline Powers: You have a stare that makes even 
  the most fearsome creatures hesitate. As you grow 
  in power, your serpent background more and more 
  obvious, until eventually the full force and power of 
  the medusa is yours to wield.
     Halting Gaze (Sp): At 1st level you can project a 
  dazing effect from your eyes. As a standard action you 
  can target one creature within 30 ft. that can see you. 
  If the creatures fails on a Fortitude save (DC = 10 + 
  one-half your level + your Charisma modifier) it is 
  dazed for 1 round. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
     Snake-kin (Ex): At 3rd level you gain a +2 bonus to 
  saves to resist poison and a +2 bonus to Reflex saves. 
  Your bonus to saves against poison increases to +4 at 
  5th level. 
     Scales (Ex): At 9th level you gain a +2 bonus to 
  natural armor.  This increases to +4 at 13th level and to 
  +6 at 17th level.
     Serpent Hair (Su): At 15th level you can transform 
  your hair into venomous snakes as a free action. You 
  create a number of serpents equal to your Charisma 
  modifier. Each snake can make a melee bite attack 
  against a creature adjacent to you. Attacking with 
  more than one snake in a round is a full attack action. 
  Each snake attacks at your full base attack bonus, 
  and on a successful hit deals 1d3 points of damage 
  plus 1d3 points of Strength damage if the target does 
  not succeed on a Fortitude save (DC = 10 + ½ your 
  
  10
  sorcerer level + your Charisma modifier). A creature 
  that successfully saves is immune to the poison until 
  24 hours have passed. You may use this ability a 
  number of rounds per day equal to 3 + your Charisma 
  modifier.
     Gorgon’s Stare (Su): At 20th level you can petrify 
  a living creature with your gaze unless the creature 
  makes a Fortitude save (DC = 10 + ½ your sorcerer 
  level + your Charisma modifier). You can do this 
  a number of times per day equal to your Charisma 
  modifier. Creatures with fewer Hit Dice than you 
  that successfully save are stunned for 1 round. A 
  creature that saves against this ability is immune to the 
  petrification effect for 24 hours. You are also immune 
  to poison and receive a +4 racial bonus to saves to 
  resist gaze attacks and petrifying effects.
  Swift Poisoner
  With a flick of your wrist you apply poison to your 
  weapon.
  Prerequisite: Poison use
  Benefit: You are able to apply poison to a weapon as a 
  move action.
  Medusa Variants
  Not all medusa are alike. Most variation occurs in the 
  creature’s snake hair. These options replace the typical 
  medusa’s snake hair.
     Spitting Poison Snakes (Ex): This medusa’s 
  snake hair can also spit poison at opponents. As a 
  standard action the medusa snake’s can make a single 
  ranged attack at an opponent’s touch AC with a range 
  increment of 10 feet. On a successful hit the opponent 
  is blinded for 1d4 rounds. This is a poison effect.
     Constrictor Snakes (Ex): This medusa’s snake hair 
  is much longer than usual. The snake hair can make 
  a bite melee attack with a reach of 10 feet and also 
  possesses the grab ability (Pathfinder RPG Bestiary). 
  If the medusa’s snake hair successfully grapples 
  a creature the medusa does not gain the grappled 
  condition. 
     Snake Messenger (Su): The medusa with this 
  ability can detach a snake from her hair and use the 
  creature as per animal messenger. She may do this 
  a number of times per day equal to her Charisma 
  modifier (minimum 1) with a caster level equal to her 
  total Hit Dice.
  Snake-Bodied Template
  Snake-bodied is an inherited or acquired template 
  that can be added to any aberration, animal, construct, 
  dragon, fey, humanoid, magical beast, monstrous 
  humanoid, outsider, or corporeal undead (referred to 
  hereafter as the base creature), that normally possesses 
  legs. A creature might be born or created with a snake 
  body or suffer the condition as a curse or malady. A 
  snake-bodied creature retains all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature +0. 
  Tremorsense: A snake-bodied creature gains 
  tremorsense out to a range of 60 ft.
  Armor Class: A snake-bodied creature gains a +2 
  bonus to its natural armor.
  Speed: A snake-bodied creatures gains a Climb 
  speed and a Swim speed of 20 ft. If the base creature 
  possesses these forms of movement it uses whichever 
  speed is greater.
  CMD: A snake-bodied creature can’t be tripped.
  Skills: A snake-bodied creature gains a +8 racial 
  bonus to Acrobatics and a +4 racial bonus to Stealth. 
  If it gained either a Climb speed or Swim speed it also 
  gains a +8 racial bonus on Climb and Swim checks.
  Additional Medusa
  BLOOD SUMMONER MEDUSA
  The image of the beautiful woman fades when the 
  lady approaches. She appears wild, feral. Her hair 
  is a mass of writhing snakes and her hands are giant 
  claws.
  BLOOD SUMMONER MEDUSA CR 9 (XP 6,400)
  CE Large monstrous humanoid
  Init +8; Senses all-around vision, darkvision 60 ft.; 
  Perception +24
  Defense
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, 
  -1 size)
  hp 114 (12d10+48)
  Fort +10, Ref +12, Will +13; +2 vs. poison
  DR 10/magic
  Offense
  Speed 30 ft.
  Melee 2 claws +16 (2d6+5), 2 snake bites +14 (1d6+2 
  plus poison)
  Ranged +1 composite longbow +16/+11/+6 (2d6+5 
  
  11
  plus 1d6 sonic)
  Special Attacks blood summons, petrifying gaze
  Statistics
  Str 20, Dex 18, Con 19, Int 16, Wis 20, Cha 17
  Base Atk +12; CMB +18; CMD 32 
  Feats Deadly Aim, Great Fortitude, Improved 
  Initiative, Improved Precise Shot, Multiattack (B), 
  Point Blank Shot, Precise Shot
  Skills Bluff +15, Climb +20, Disguise +15, Intimidate 
  +18, Perception +24, Stealth +15, Survival +20, Swim 
  +19, Racial Modifiers +4 Perception
  Languages Common, Medusa
  Ecology
  Environment any
  Organization solitary, pair or coven (3–5)
  Treasure double (+1 Large composite longbow [+4 
  Strength] 10 +1 thundering arrows, 10 adamantine 
  arrows, other treasure)
  Special Abilities
  All-Around Vision (Ex) A medusa’s snake-hair allows 
  her to see in all directions. Medusas gain a +4 racial 
  bonus to Perception checks and cannot be flanked.
  Blood Summons (Su) The spilled blood of a blood 
  summoner medusa spawns monsters. For every 10 
  points of damage inflicted on the medusa, one monster 
  is summoned as per the summon monster I spell with 
  a caster level equal to the medusa’s Hit Dice.  For 
  every 10 extra points of damage inflicted by a single 
  attack, the level of the spell increases by 1, so 20 
  points of damage would summon a monster as per the 
  summon monster II spell. The creature appears in a 
  random square adjacent to the medusa and can take a 
  single action on the round it appears. They follow the 
  medusa’s commands.
  Petrifying Gaze (Su) Turn to stone permanently, 
  30 feet, Fortitude DC 19 negates. The save DC is 
  Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 20; 
  frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Legends speak of the blood summoner medusas as the 
  original members of the medusa race. When Esthano 
  refused the attentions of her divine courtiers and her 
  people transformed into the form they are today, that 
  was not the final revenge of the gods. Afterwards they 
  dispatched champions to hunt and slay the medusa, 
  arguably justified in such action as the creatures were 
  now a threat to other beings.
     The medusa retained the innate magic that made 
  them extraordinary sorcerers and alchemist. A few 
  of these medusa used this knowledge to transform 
  themselves into the blood summoner in order to defeat 
  the heroes who came for them. With their blood now a 
  weapon, these new medusa were able to better able to 
  defend themselves. Unfortunately, the transformation 
  also changed these medusa into hulking brutes. They 
  lost some of their original refinement and now prefer 
  to tear creatures apart with their bare hands in open 
  combat rather than killing through the more subtle 
  means of disguise and treachery.
  GORGON
  This creature’s body resembles a winged female 
  humanoid, but instead of legs the lower half is a 
  snake. Its skin appears made of brass scales.
  GORGON 
  CR 15 (XP 51,200)
  CE Large outsider (evil, native)
  Init +10; Senses all-around vision, darkvision 60 ft., 
  detect magic, see invisibility; Perception +30
  Defense
  AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, 
  -1 size)
  hp 200 (16d10+112 plus 16); fast healing 3
  Fort +13; Ref +18; Will +19
  DR 10/magic and adamantine; Immune poison; 
  Resist acid 10, cold 10, fire 10; SR 26
  Weaknesses vulnerability to electricity
  Offense
  Speed 40 ft., fly 80 ft. (average)
  Melee 2 slams +24 (2d8+8), tail slap +21 (1d8+12 
  plus grab), 2 snake bites +21 (1d6+4 plus poison)
  Space 10 ft.; Reach 10 ft. (15 ft. with tail and snake 
  bite)
  Special Attacks powerful tail, constrict (1d8+8), 
  petrifying gaze
  Spell-like Abilities (CL 16th):
  Constant—detect magic, see invisibility
  3/day—call lightning, control weather, earthquake
  Statistics
  Str 26, Dex 22, Con 23, Int 18, Wis 25, Cha 21
  Base Atk +16; CMB +25 (+29 grapple); CMD 41 
  (can’t be tripped) 
  Feats Great Fortitude, Improved Initiative, 
  Intimidating Prowess, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness, Weapon Focus (slam), 
  Skills  Bluff +24, Craft (any one) +23, Fly +23, 
  Intimidate +32, Knowledge (arcana) +23, Knowledge 
  
  12
  (planes) +23, Knowledge (religion) +23, Perception 
  +30, Sense Motive +26, Stealth +21; Racial 
  Modifiers +4 Perception
  Languages Common, Draconic, Giant, Medusa
  SQ deadly in death
  Ecology
  Environment any land
  Organization solitary or pair
  Treasure double
  Special Abilities
  All Around Vision (Ex) The gorgon sees in all 
  directions at once. It can not be flanked.
  Deadly in Death (Su) The gorgon’s gaze is so 
  powerful it retains its potency even after slain. A 
  gorgon’s petrifying gaze still affects creatures within 
  30 ft. even after it is slain. This lasts for 1d10 days.
  Powerful Tail (Ex) The slap from a gorgon’s tail is 
  extremely powerful. It deals one and half times the 
  gorgon’s Strength modifier on a hit.
  Petrifying Gaze (Su) Turn to stone 
  permanently, 30 feet, Fortitude DC 23 
  negates. The save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 
  20; frequency 1/round for 6 rounds; 
  effect 1d3 Str; cure 2 consecutive 
  saves. The save DC is Constitution-
  based.
  Myth and legend speak of 
  terrifying medusa-like creatures 
  known as gorgons. The steel 
  bull with poisonous breath that 
  turns creatures to stone was 
  supposedly named after the first 
  gorgons who could petrify with 
  a glance. It is supposed these 
  “true” gorgons were the model 
  the gods used when deciding 
  what curse to lay upon the 
  medusa race.
     The gorgon resembles a larger 
  version of the common medusa. It 
  possesses snake hair, a potent gaze 
  and a malevolent attitude. Instead 
  of two legs, its lower body is that 
  of a giant serpent. The skin of 
  the gorgon is composed of brass 
  and iron plates. Most weapons 
  harmlessly bounce off the 
  creature’s tough hide. Its fists strike 
  with the force of blacksmith hammers.  
     While common medusa spend their moments 
  collecting treasure and torturing other sentient 
  creatures, the gorgon does not indulge in such petty 
  activities. The first gorgons arose at a time when 
  the races were more potent, almost demigods, and 
  like other primordial beings exercise control over 
  the forces of nature. As creatures of grand power, 
  gorgons desire things out of reach of their lesser kin – 
  conquering empires, leveling civilizations, destroying 
  heroes and their legends.
  
  13
  MEDUSA HUSK
  The creature hisses and slithers towards you. At first it 
  appeared to be a snake, but closer up you realize the 
  bipedal monster is composed of several translucent 
  snake husks sown together.
  MEDUSA HUSK 
  CR 2 (XP 800)
  CE Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +5
  Defense
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 36 (3d10+20)
  Fort +1; Ref +3; Will +1
  Defensive Abilities empty shell; Immune construct 
  traits
  Offense
  Speed 30 ft., climb 10 ft.
  Melee bite +4 (1d6+1 plus poison)
  Special Attacks poison
  Statistics
  Str 12, Dex 15, Con —, Int 1, Wis 10, Cha 10
  Base Atk +3; CMB +4; CMD 16 
  Feats Skill Focus (Perception, Stealth)
  Skills Climb +9, Escape Artist +10, Perception +5, 
  Stealth +6; Racial Modifiers +8 Escape Artist
  Ecology
  Environment any 
  Organization solitary, pair, or slough (3–10)
  Treasure none
  Special Abilities
  Empty Shell (Ex) A medusa husk is nothing but 
  the shed skin of a medusa and her snakes. It has no 
  internal organs or vulnerable areas. It is immune to 
  precision damage such as sneak attacks.
  Poison (Ex) Bite—injury; save Fort DC 11; 
  frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 
  consecutive saves. The save DC is Constitution-based.
  The medusa husk is animated snake skin, given the 
  semblance of life through alchemy or sorcery known 
  only to medusa. They serve as primitive watchdogs 
  and body guards to medusa, who fashion the 
  constructs from the skin sloughed off by their snake 
  hair.
     Medusa husks often take the shape of a serpent with 
  a vaguely humanoid face, but their form is up to the 
  whim of their creator. Some possess legs, other have 
  four arms or two heads. The minor intelligence of a 
  medusa husk is only enough to grant it feelings of 
  joy when it attacks and slays other creatures. They 
  follow the most basic of commands from their medusa 
  creator, such as guard, stay or watch. Training is 
  required to get them to recognize a medusa’s allies, 
  but once inculcated a medusa husk serves as a tireless 
  and dedicated servant.
  Construction
  The secrets of creating a medusa husk are known only 
  to the medusa race. They would die before revealing 
  the secret to a non-medusa.
  Open Game Content
  All text on pages 1 through 13 is Open Game Content.
  
  14
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  The Book of Experimental Might. Copyright 2008, 
  Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; 
  Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. 
  Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. 
  Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord 
  Games; Authors: Mike McArtor, W. Jason Peck, Jeff 
  Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean 
  K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Angel, Movanic Deva from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Basidirond from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lawrence Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from 
  the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary 
  Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, 
  
  16
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, 
  Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. 
  © 2002, Necromancer Games, Inc.; Author: Scott  
  Greene, based on original material by Simon 
  Tillbrook.
  Pathfinder Roleplaying Game Ultimate Magic. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Russet Mold from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 
  2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Neville White.
  Vegepygmy from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Authors: Scott Greene and 
  Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on  original 
  material by Gary Gygax.
  Legendary Races: Medusa. © 2011, Stefen Styrsky; 
  Published by Purple Duck Games.
  Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  
  From Top to Bottom:
  Medusa tokens, Female half-medusa adventure tokens, Male half-medusa adventurer tokens, Blood summoner 
  medusa tokens, Gorgon tokens, Medusa husk tokens.
  Art by Michael Scotta and Roderic Waibel.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary Races - Medusa.pdf