Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. 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 the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Multiattack. The medusa makes either three melee attacks--one with its tail and two with its shortsword--or two ranged attacks with its longbow. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, the medusa can automatically hit the target with its tail, and the medusa can't make tail attacks against other targets. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 10 (2d8 + 2) piercing damage plus 7 (2d6) poison damage. Bonus Action - Throw. If holding a grappled creature. the medusa can throw the creature at a target. Range 20ft, target must succeed a Dex saving throw DC 14 or take 3d8 bludgeoning damage. Thrown creature automatically takes 3d8 damage regardless of save result. Bonus Action - Tail Swipe. All medium or smaller creatures adjacent to the medusa must make a DC 16 Dex saving throw or be knocked prone. They also suffer 9 (2d6 + 4) bludgeoning damage or half as much on a success.
Shove. The medusa adds 5 to its AC against one melee attack that would hit it. To do so, the medusa must not be grappling a creature with its tail. The attacking creature must also make a DC 16 Strength Saving throw or be pushed 10 feet back.
Villain Actions Round 1 Animate: The medusa animates 4-6 of her stone statues (Use animated armor stats) and can move half their speed to a target. Round 2 Multiply: The medusa casts Mirror Image Round 3+ Desperation: When the Medusa is below 60 HP, she cries out to all of her statue servants to kill their query. All statues make two melee attacks against an adjacent target.