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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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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