Basilisk: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 8
[[Category:CR 8]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Basilisk_1.jpg|384px|right|xx]]
| MonsterName = Basilisk


== Basilisk (CR 8) ==
| Image = Basilisk_1.jpg
-legged semi-slithering reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk's frankly weird physiology supports this claim.
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Basilisks live in nearly any terrestrial environment, from forest to swamp to arctic to desert, and their hides tend to match and reflect their surroundings -- a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be dappled green. They tend to make their lairs in caves, ravines, dungeons, and arroyos, and often infest ruins and sewers.  Basilisks are quite comfortable living in cities with humanoid races, and their considerable stealth and sluggish habits make them eerily effective at remaining undetected.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Basilisks, amazingly enough, can be tamed as guard creatures quite well if they are raised from eggs.  Hooding their deadly eyes makes them into surprisingly affectionate and very loyal pets.  
| Description = The basilisk, often called the "King of Serpents,creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk's frankly weird physiology supports this claim.


=== GENERAL ===
:Basilisks live in nearly any terrestrial environment, from forest to swamp to arctic to desert, and their hides tend to match and reflect their surroundings -- a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be dappled green. They tend to make their lairs in caves, ravines, dungeons, and arroyos, and often infest ruins and sewers.  Basilisks are quite comfortable living in cities with humanoid races, and their considerable stealth and sluggish habits make them eerily effective at remaining undetected.
'''CR''' 8  '''Hit Dice''' 12


'''XP''' 4,800
:Basilisks, amazingly enough, can be tamed as guard creatures quite well if they are raised from eggs.  Hooding their deadly eyes makes them into surprisingly affectionate and very loyal pets.


N, Medium, Magical Beast
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''Init''' +4; '''Senses''' low-light 120ft, Perception +12
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


=== DEFENSE ===
| Type = Magical Beast
'''AC''' 27, '''touch''' 17, '''flat-footed''' 21 (+5 armor, +6 dex, +5 natural, +1 deflection)
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''hp''' 125
| Subtype =
  <!--If any-->


'''Fort''' +11, '''Ref''' +9, '''Will''' +7
| NudgeBasicLoreValue = -2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Aura:''' -
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''SR:''' -  
| NudgeInit =
  <!--CR 8 INITIATIVE = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Special Defenses:''' -
| Senses = [[Low-Light Vision]] 120 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Immunities:''' -
| NudgePerception = +4
  <!--CR 8 PERCEPTION = +12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Weaknesses:''' -
| NudgeAC =
  <!--CR 8 AC = 27 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeTouchAC =  
'''Speed''' 30 ft.
  <!--CR 8 TOUCH AC = 17 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFFAC =
  <!--CR 8 FLAT-FOOTED AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' Bite +15 (2d8+7/x2)
| NudgeCMD =
  <!--CR 8 CMD = 26 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


'''Full Melee''' Bite +15 (2d8+7/x2)
| NudgeHitPoints =
  <!--CR 8 HIT POINTS = 125 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Ranged''' Stoning Gaze +9 Ranged Touch (2d8+7), range increment 30 feet, + Petrification


'''Full Ranged''' 2x Stoning Gaze +8 Ranged Touch (2d8+7), range increment 30 feet, + Petrification
<!--  SAVING THROWS  -->


'''Special Attacks''' Petrification
| Fort = S
| Refl =
| Will =
  <!--CR 8 STRONG SAVE = +11; WEAK SAVE = +7 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Action Points''' 0
| NudgeFort =
| NudgeRefl = +2
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== STATISTICS ===
| SR =  
'''Str''' 16, '''Dex''' 12, '''Con''' 14, '''Int''' 2, '''Wis''' 14, '''Cha''' 12
  <!--Values: Y (for Yes), or leave blank-->


'''Base Atk''' +8; '''CMB''' +13; '''CMD''' 23
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Feats''' [[Precise Shot]], [[Nimble Shot]] (applied to eyes)
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Skills''' Stealth +14
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Languages''' -
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


=== SPECIAL ABILITIES ===
| Hide-Subtype-Strong-Against-1 =  
; Stoning Gaze (Su)
| Hide-Subtype-Strong-Against-2 =  
Stoning Gaze is a ranged touch attack that is treated as a ray.  Stoning Gaze may be used in melee without provoking attacks of opportunity (due to Nimble Shot).  When it hits, stoning gaze inflicts 2d8+2 of Positive energy damage, and the target must make a saving throw against Petrification (see below). Stoning Gaze does no extra damage on critical hits.
| Hide-Subtype-Strong-Against-3 =  
| Hide-Subtype-Strong-Against-4 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


; Petrification (Sp)
| WeakAgainst =
Creatures struck by a basilisk's Stoning Gaze must make a Fort save versus a DC of 18. Those who succeed suffer no further ill effects. Those who fail their save gain the [[Torpid]] condition until the end of the encounter and are placed [[Status_Conditions#At-Risk | at risk]].  If they are struck again by the basilisk's Stoning Gaze while Torpid, they must make a new Fort save each time, DC 18, or they gain the [[Entangled]] condition until the end of the encounter.  If they are struck again by the Gaze and fail a save while Entangled, they become [[Petrified]], which is a permanent condition until cured. 
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


If a creature is reduced to zero hit points or fewer by Stoning Gaze damage, they are immediately Petrified without benefit of save.
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


Petrification is a spell-like ability, in that it can be resisted with Spell Resistance, but since it is delivered via Stoning Gaze, which is a supernatural ability, no concentration checks are ever required.
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== TREASURE ===
| NudgeSpace =  
sell value of approximately 3,250 gp
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->


=== COMBAT TACTICS ===
| NudgeReach =  
Basilisks are near-perfect ambush predators. They will hide themselves near a place where prey passes frequently, and then simply fall asleep. Their slow, magical metabolism will sustain them for weeks at a time, and every now and then, when they feel safe, they will attack from surprise with their deadly pale-green eye rays.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->


By far, a basilisk's best weapons are its eyes.  In combat, basilisks will back away steadily, zapping enemies with Stoning Gaze.  They will always prefer to use their Stoning Gaze, and their precise shot and nimble shot abilities mean they can use their deadly gaze in melee.  They must still use their bite attack for attacks of opportunity.  If they can, they will end the fight at range, and then move in to consume their stoned victims wherever they lie.
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
| IgnoreSecondary = Y
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Basilisk's Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 8 PRIMARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 8 PRIMARY NATURAL DAMAGE = 2d8+7 -->
  <!--CR 8 PRIMARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 8 SECONDARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 8 SECONDARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 8 TERTIARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 8 TERTIARY NATURAL DAMAGE = 2d8+7 -->
  <!--CR 8 TERTIARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 8 QUATERNARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 8 QUATERNARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Stoning Gaze
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = Y
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance = 30
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements = 10
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes = Positive Energy Damage + Petrification
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly = Positive Energy Damage + Petrification
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC = Y
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit = +2
  <!--CR 8 RANGED TO-HIT = +15 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 8 RANGED DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!--CR 8 CMB = +13 -->
 
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 8 SIEGE CMB = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 8 SIEGE DAMAGE = 1d6-1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 16
| Dex = 12
| Con = 14
| Int = 2
| Wis = 14
| Cha = 12
 
 
<!--  FEATS  -->
 
| Feat1 = Precise Shot
| Feat2 = Nimble Shot
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = +4
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 8 SKILLS = +12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Stoning Gaze
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Stoning Gaze is a ranged touch attack that is treated as a ray.  Stoning Gaze may be used in melee without provoking attacks of opportunity (due to Nimble Shot).  When it hits, stoning gaze inflicts normal ranged attack damage (see above) of Positive energy damage, and the target must make a saving throw against Petrification (see below). Despite using Positive Energy, Stoning Gaze may never be used for healing purposes.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special1SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special1StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Petrification
 
| Ability-2-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Creatures struck by a basilisk's Stoning Gaze suffer the effects of the attack, as above.  They then must make a Fort save versus a DC of {{#var:Special2SaveDC}}.  Those who succeed suffer no further ill effects. Those who fail their save gain the [[Torpid]] condition until the end of the encounter and are placed [[Status_Conditions#At-Risk | at risk]].  If they are struck again by the basilisk's Stoning Gaze while Torpid, they must make a new Fort save each time, DC {{#var:Special2SaveDC}}, or they gain the [[Entangled]] condition until the end of the encounter.  If they are struck again by the Gaze and fail a save DC {{#var:Special2SaveDC}} while Entangled, they become [[Petrified]], which is a permanent condition until cured. 
 
:If a creature is reduced to zero hit points or fewer by Stoning Gaze damage, they are immediately Petrified without benefit of save.
 
:Petrification is a spell-like ability, in that it can be resisted with Spell Resistance, but since it is delivered via Stoning Gaze, which is a supernatural ability, no concentration checks are ever required.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special2SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special2StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special3SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special3StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special4SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special4StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special5SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special5StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special6SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special6StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special7SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special7StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special8SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special8StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special9SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special9StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Basilisks are near-perfect ambush predators.  They will hide themselves near a place where prey passes frequently, and then simply fall asleep.  Their slow, magical metabolism will sustain them for weeks at a time, and every now and then, when they feel safe, they will attack from surprise with their deadly pale-green eye rays.
 
:By far, a basilisk's best weapons are its eyes.  In combat, basilisks will back away steadily, zapping enemies with Stoning Gaze.  They will always prefer to use their Stoning Gaze, and their precise shot and nimble shot abilities mean they can use their deadly gaze in melee.  They must still use their bite attack for attacks of opportunity.  If they can, they will end the fight at range, and then move in to consume their stoned victims wherever they lie.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = There is a small but lucrative trade in Basilisk Eggs, and it is not uncommon to find Basilisks as pets, guardians, and watchdogs in less pleasant parts of the world.  Few things will drive home how powerful a crime lord is like draping a pet Basilisk  over the back of their chair during negotiations.
 
 
}}

Revision as of 21:46, 7 January 2017