Basilisk

Basilisk

Medium beast
Challenge

STR
3
DEX
−1
CON
2
INT
−4
WIS
−1
CHA
−2

52
8d8+16
17
Soak
2
Fort
+3
Ref
+2
Will
−2
Defense note natural armor

Speed 4 m.
Skills
Senses darkvision 10 m.

Maneuvers. The basilisk uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, inject venom, rolling stone, spring attack

Petrifying Gaze. If a creature starts its turn within 5 meters of the basilisk and the two of them can see each other, the basilisk can force the creature to make a Difficulty 12 Fortitude saving throw if the basilisk isn’t incapacitated. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save magically 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 restoration spell augmented to greater restoration or other magic.

A creature that isn’t unaware of the basilisk can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 5 meters of it in bright light, it is affected by its own gaze.

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

Mountainsrd

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.