Hadala Medusae

Matriarchs of the hadala-lafeda and potent oceanic manipulators, the hadala-medusae are capable of destroying a party of hardened adventurers alone. Appearing as anthropomorphic jellyfish shimmering with prismatic bioluminescence, medusae move with a slow but elegant grace. They are imperious leaders, destined to hold positions of authority and considerable experience. As royalty of lafeda society, medusae are always accompanied by a handpicked retinue of slaves and bodyguards. Not afraid to get their hands dirty, medusae will lead other creatures of the deep into battle, dragging foes down to the depths, never to be seen again. Their voices are always a dangerous whisper, and a medusae expects every creature present to hang on its every word.


Large fey, neutral evil

Armor Class 17 (coral armor)
Hit Points 210 (20d10 + 100)
Speed 0 ft., swim 20 ft.

6 (-2) 14 (+2) 20 (+5) 27 (+8) 16 (+3) 17 (+3)

Saving Throws Int +14, Wis +9, Cha +9
Skills Arcana +20, Deception +15, History +20, Insight +15, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 300 ft., passive Perception 19
Languages Hadali, Sylvan
Challenge 18 (20,000 XP)


Bioluminescence. The medusae emits a disorienting and sparkling light from its body. While emitting this light the medusae sheds dim light for 300 feet and creatures that can see the medusae have disadvantage on attack rolls against it. The medusae can choose to emit or suppress this light as a bonus action on each of its turns.

Deep Sea Dweller. The medusae is immune to the harmful effects of pressure at extreme depths and can breathe only underwater. Additionally, darkness of any kind (including magical darkness) does not impede a medusae’s vision.

Hydro Shield. When the medusae rolls initiative, it can choose to raise a shield of swirling water around itself. The shield grants the medusae 150 temporary hit points. While the medusae has temporary hit points from the shield, it is immune to critical hits as well as the stunned and unconscious conditions, and it cannot be killed.

Superior Magic Resistance. If a hostile creature produces a spell or magical effect that affects the medusae, the creature producing the spell or magical effect must succeed on a DC 22 Intelligence (Arcana) check, or the medusae is immune to the effect for its duration.


Multiattack. The medusae takes its True Hydrokinesis action and one other action.

Curse of the Depths. A creature the medusae can see must succeed on a DC 22 Wisdom saving throw or become cursed. While cursed in this manner, the creature cannot breathe underwater by any means.

Tentacles. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 36 (6d8 + 9) poison damage and the target must succeed on a DC 22 Constitution saving throw or become paralyzed for 1 hour. A paralyzed creature can attempt a DC 22 Constitution saving throw at the end of each of its turns, ending the effect on a success. A creature that fails three saving throws attempted in this manner cannot attempt any additional saving throws until the effect ends.

True Hydrokinesis. With its thoughts, the medusae can manipulate water within 1 mile of it. When the medusae takes this action, each creature of the medusae’s choice in the area must succeed on a DC 22 Strength saving throw or take 33 (6d10) bludgeoning damage, or half as much on a success. Additionally, when a creature fails the saving throw against this effect, the medusae can cause one of the following effects:

  • The creature is restrained until the start of the medusae’s next turn.
  • The creature is moved up to 60 feet in a direction of the medusae’s choice.
  • If the creature is holding its breath, it reduces the amount of time it can hold its breath by 3 minutes.
  • If the creature is suffocating, it fails a death saving throw.
  • A creature not in contact with a body of water is immune to the effects of this action.

Watery Grave (Recharge 5–6). The medusae generates a massive current in a 500-foot radius centered on itself. Creatures and objects touching a body of water in that area must succeed on a DC 22 Strength saving throw or be pulled straight down to the bottom of the body of water (regardless of depth). A creature can choose to fail this saving throw and be drawn willingly into the depths.

Ref: TPKB1 p137