Maneuvers. The basilisk uses maneuvers (maneuver save DC 13). It has 9 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:
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 DC 12 Fortitude saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the restoration spell augmented to greater restoration or other magic.
A creature that isn’t surprised 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 mistakes itself for a rival and targets itself with its gaze.
Bite. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.
You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.
As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).
On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.
On a successful save, it takes half as much damage.
At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.
You can increase the damage by two dice 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, the creature takes bludgeoning damage equal to the stamina die and is knocked prone.
You can increase the damage for each additional stamina die expended and if you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.
You can expend 2 additional stamina dice to roll 2d3.
You can expend 4 additional stamina dice to roll 3d3.