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 find no traps or anything odd about the door. Ghost does not seem to worry about the door either. Opening the door shows it to be a 20 X 20 empty room. It does look as it was recently emptied.
Heading on you head down the corridor 120 feet where you come to a T intersection. Heading to the right you travel another 80 feet until you come to another T intersection. Turning right again you travel 40 feet and come to a open door and another empty room that was recently emptied. Turning around you follow the corridor strait 80 feet to another room that was recently emptied. Heading back up the 40 feet you turn right and head back to the 80 feet to the last intersection and go straight again 60 feet to another T intersection. There is a room 20 feet down both ways both have open doors and look recently emptied. Turning back you head back to the main corridor and head right again. You follow that 140 feet to the next right turn that you had skipped coming the other way and turn down this unexplored corridor. So far you notice nothing odd from Ghost. Walking down 60 feet you come to another T intersection with a open door to a small 20 by 20 room 20 feet each way. Both of these rooms have been recently cleared. Heading back to the main corridor you turn back right and walk 120 feet to the four way intersection. The path to the right is the last path left unexplored. Traveling 60 feet you come to a four way intersection. There is a open door each way lleft and right that lead to empty recently cleared rooms. Traveling straight you go another 60 feet to another four way intersection. Again to the left and right 20 feet away is open doors that lead to recently emptied room. Heading straight you travel 40 feet where the corridor turns right and travels 60 feet to a locked door.

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