Sources
CR
Type
Size
Alignment
Movement

Undercity Medusa

Medium Monstrosity, Neutral Evil

Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
16
+3
DEX
18
+4
CON
16
+3
INT
17
+3
WIS
12
+1
CHA
15
+2
Skills Deception +5, Insight +4, Perception +4, Stealth +7
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 6 (2,300 XP)

Traits

Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.

Surprise Attack. During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.

Spellcasting

Innate Spellcasting. The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:

1/day each: expeditious retreat, fog cloud, misty step

Actions

Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) slashing damage.

Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. 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 a greater restoration spell or similar magic.

Lore

The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.