Basilisk

- Size: Medium
- Type: Monstrosity
- Alignment: Unaligned
- AC: 15
- Initiative: -1 (9)
- HP: 52(8d8+16)
- Speed: 20 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| Dex | 8 | -1 | -1 |
| Con | 15 | +2 | +2 |
| INT | 2 | -4 | -4 |
| Wis | 8 | -1 | -1 |
| CHA | 7 | -2 | -2 |
- Senses: Darkvision 60 ft.; Passive Perception 9
- Languages: None
- CR: 3 (XP 700; PB +2 )
Actions
Bite. Melee Attack Roll: +5 , reach 5 ft . Hit: 10(2d6+3) Piercing damage plus 7 (2d6) Poison damage.
Bonus Actions
Petrifying Gaze (Recharge 4-6). Constitution Saving Throw: DC 12, each creature in a 30 -foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Lore & Background
Basilisks are among the most feared monstrosities in the world, reptilian creatures whose very gaze can turn living beings to stone. These serpentine beasts are born from dark magic and unnatural breeding, often the result of experiments by mad wizards or the spontaneous manifestation of chaotic magical energies. Despite their fearsome reputation, basilisks are not inherently evil - they are simply predators following their nature, albeit with abilities that make them extraordinarily dangerous.
The origin of basilisks is shrouded in myth and legend. Some scholars believe they were created by ancient sorcerers as guardians for their treasures, while others theorize they evolved naturally in areas of intense magical radiation. Regardless of their origin, basilisks have become symbols of petrification and death, inspiring fear in even the bravest adventurers. They are solitary creatures that prefer to hunt alone, establishing territories in caves, ruins, or other secluded locations.
Basilisks are intelligent enough to recognize threats and opportunities, though they lack the capacity for complex reasoning or communication. They understand that their gaze is their greatest weapon and have learned to use it strategically. Some basilisks have been known to collect the petrified remains of their victims, creating macabre sculpture gardens around their lairs that serve both as trophies and as warnings to potential intruders.
Combat Tactics
Basilisks rely primarily on their petrifying gaze to neutralize threats, using their natural cunning to position themselves for maximum effectiveness. They prefer to engage enemies in confined spaces where their cone-shaped gaze attack can affect multiple targets simultaneously. When possible, they position themselves so that opponents must look at them to attack effectively, forcing difficult tactical decisions.
The basilisk's slow movement speed means it cannot easily pursue fleeing enemies, so it focuses on eliminating threats quickly through petrification. It uses its bite attack against enemies who have been restrained by its gaze or against those who approach with their eyes closed or averted. The creature is intelligent enough to recognize when opponents are using mirrors or other reflective surfaces to avoid direct eye contact.
When facing multiple opponents, basilisks attempt to separate them, using terrain and their gaze to create zones of control. They are particularly dangerous in their own lairs, where they know the layout and can use environmental features to their advantage. If seriously threatened, a basilisk may retreat deeper into its territory, leading pursuers into prepared ambush positions.
Encounter Ideas
The Petrified Village: An entire settlement has been turned to stone by a basilisk that has made its lair in the area, and the heroes must find a way to defeat the creature and restore the victims to life.
The Collector's Prize: A wealthy noble seeks to capture a live basilisk for their private menagerie, hiring the heroes to accomplish this dangerous task without killing the creature.
The Mirror Maze: A basilisk has taken up residence in an ancient temple filled with mirrors and reflective surfaces, creating a deadly puzzle where the creature's own gaze might be turned against it.
The Accidental Guardian: A basilisk has unknowingly become the guardian of an important location, and the heroes must find a way to retrieve what they need without disturbing the creature or becoming its victims.
Environmental Effects
Stone Gardens: Areas around basilisk lairs are littered with petrified remains of animals and unwary travelers, creating an eerie landscape of stone sculptures.
Reflective Surfaces: Basilisks often lair in areas with natural or artificial mirrors, pools of water, or polished metal surfaces that can potentially reflect their gaze back at them.
Territorial Markings: Basilisks mark their territory with claw marks on stone surfaces and shed scales, warning other creatures to stay away from their hunting grounds.
Unnatural Silence: The presence of a basilisk causes most wildlife to flee the area, creating an unnaturally quiet environment that serves as a warning to observant travelers.
Treasure
Petrified Valuables: Items carried by the basilisk's victims remain with their stone forms, including weapons, armor, jewelry, and magical items that can be recovered if the petrification is reversed.
Basilisk Parts: The creature's scales, fangs, and organs are valuable alchemical components used in creating potions of stone-to-flesh and other protective magic.
Ancient Hoards: Long-lived basilisks may have accumulated treasure over decades or centuries, either from victims or from previous inhabitants of their lairs.
Magical Crystals: The magical energy that creates basilisks sometimes crystallizes in their lairs, forming gems with properties related to transmutation and petrification magic.
Plot Hooks
The Cursed Bloodline: A family has been cursed so that one member of each generation transforms into a basilisk, and the heroes must find a way to break the curse before the next transformation occurs.
The Basilisk Breeder: A mad alchemist is attempting to breed basilisks with other creatures to create even more dangerous hybrids, threatening the safety of the entire region.
The Petrified Witness: The only witness to a crucial crime has been turned to stone by a basilisk, and the heroes must find a way to restore them before the trail goes cold.
The Living Statue: What appears to be an ancient statue in a museum or noble's collection is actually a person petrified by a basilisk, and they begin to show signs of returning to life at inconvenient moments.