Dungeons and Dragons Basilisk 3.5 PBP RPG

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Basilisk

Basilisk

Abyssal Greater Basilisk

Medium Magical Beast

Large Outsider (Augmented Magical Beast, Extraplanar)

Hit Dice:

6d10+12 (45 hp)

18d10+90 (189 hp)

Initiative:

-1

-1

Speed:

20 ft. (4 squares)

20 ft. (4 squares)

Armor Class:

16 (-1 Dex, +7 natural), touch 9, flat-footed 16

17 (-1 Dex, -1 size, +9 natural), touch 8, flat-footed 17

Base Attack/Grapple:

+6/+8

+18/+29

Attack:

Bite +8 melee (1d8+3)

Bite +25 melee (2d8+10)

Full Attack:

Bite +8 melee (1d8+3)

Bite +25 melee (2d8+10)

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Petrifying gaze

Petrifying gaze, smite good

Special Qualities:

Darkvision 60 ft., low-light vision

Resistance to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23

Saves:

Fort +9, Ref +4, Will +3

Fort +18, Ref +12, Will +8

Abilities:

Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11

Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15

Skills:

Hide +0*, Listen +7, Spot +7

Hide +0*, Listen +10, Spot +10

Feats:

Alertness, Blind-Fight, Great Fortitude

Alertness, Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite)

Environment:

Warm deserts

A chaotic evil plane

Organization:

Solitary or colony (3-6)

Solitary or colony (3-6)

Challenge Rating:

5

12

Treasure:

None

Standard

Alignment:

Always neutral

Always chaotic evil

Advancement:

7-10 HD (Medium); 11-18 HD (Large)

-

Level Adjustment:

-

-

A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk's body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.

Combat

A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.

Skills: *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Abyssal Greater Basilisk

Combat

The save DC for the abyssal greater basilisk's petrifying gaze (DC 21) is adjusted for its greater Hit Dice and higher Charisma score.

An abyssal greater basilisk's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Good (Su): Once per day an abyssal greater basilisk can make a normal melee attack to deal an extra 18 points of damage against a good foe.


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You can definitely make a drow character work.
There's always ways to work around their sunlight sensitivity, but that's probably best handled through background story.
We have a drow in our party (Not evil) who has been on the surface world for near a 100 years (Through enslavement by a fire giant) and has adapted to its harsh light.

It's workable and I love the character itself.
And it's definitely no Driz'zt.

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