Once worshipped by the ancient people who lived and toiled in Dragard Mine, the Medusa Queen was a dangerous foe and curse on the land. Fortunately, the ancient people were able to lock her away in the temple they’d built for her. Since then, she has laid dormant for hundreds of years. Should she rise again, undoubtedly an unshakeable shadow would fall across the land.
The Medusa Queen’s Lair
The Medusa Queen’s lair is the prison that now holds her. Despite being trapped there and lying dormant within for hundreds of years, she still holds power over the location.
On initiative count 20 (losing initiative ties), the Medusa Queen takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- The medusa casts the confusion spell on every creature of her choice within 60 feet of her. She must be able to see the creatures. Casting the spell using this ability does not cost her a spell slot, nor does it require components.
- The medusa animates a stone statue that she can see within 120 feet of her. As a bonus action on each of her turns, she can mentally command the animated statue she made with this lair action if the statue is within 500 feet of her. If she controls multiple statues, she can command any or all of them at the same time, issuing the same command to each one. She decides what action the statue will take and where it will move during its next turn, or she can issue a general command, such as to guard a particular chamber or corridor. If she issues no commands, the statue only defends itself against hostile creatures. Once given an order, the stone statue continues to follow it until its task is complete. The statue has the same statistics as animated armor. The medusa can have up to three statues created by this ability at a time.
- The medusa targets one creature she can see within 60 feet of her. Until the start of that creature’s next turn, it has disadvantage on Constitution saving throws.
The region containing the Medusa Queen’s lair is warped by her magic, creating one or more of the following effects:
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or go mad. It gains a character flaw which lasts until cured: “I will do anything I can to get my hands on more wealth and power.”
- Stone statues, reliefs, and other works of art with 1 mile of the lair bleed from their eyes during the light of a full moon.
- Snakes within 6 miles of the lair become unusually savage, killing far more than what they need for food, traveling in huge swarms.
Wondrous item, legendary (requires attunement)
This harp is simple in its design, with no decorations to speak of. However, its strings have a curious silver sheen to them. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument. While playing the instrument, all creatures within 30 feet of you that can hear the instrument must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the creature has disadvantage on its saving throws and attack rolls until the end of your next turn.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 60 feet away from a creature, if the creature can’t hear you, or if the creature takes damage.
On its turn, an affected creature can use its action to make another Wisdom saving throw, ending the effect on itself with a success.
Once the effect ends for it, or if the creature succeeds on its initial saving throw against this effect, the creature is immune to this effect for 24 hours.
Thumbnail art by Wizards of the Coast.