The Basilisk

The basilisk is chained to the ceiling of the Basilisk Hall. It can move around freely within the room but can't leave it. There are 8 mostly broken pillars in the hall: they provide cover and can slow the basilisk down if its chain gets wrapped around them. The basilisk can only see straight ahead but it can smell very, very well. When the PCs rst enter the hall it will wait, sniffing the air, and try to circle in the dark to get close to them. When it spots an isolated target it will stare at them for one round, and then charge.

Basilisk Stare (Passive) If the basilisk just glances at a creature, the only effect is a slight sensation of pressure. If it focuses on a creature for one round, the target's limbs become heavy, slow, and grey. Their thoughts move like treacle. They can Save vs. Petrification to restore movement. If they fail, they are rooted in place, and take a -4 penalty to Defense. This effect ends immediately if the basilisk looks away. If the basilisk stares at a target for a second round, they must Save vs Petrification or turn to stone. If they pass, they are still rooted in place (as above). The basilisk can only stare at targets directly in front of it unless its visor is removed. The effect has a 20` range. More than one target can be affected, but they must be very close together. Test at the start of each round, before initiative order is determined. The effect is not reflected by mirrors.

Unique Death Conditions Unless the basilisk is completely burned, dissolved in acid, or separated from stone, a random stone larger than a fist touching some part of the basilisk's corpse has a 1-in-6 chance per year of becoming a basilisk egg and hatching in 1d6 years. Only one egg will be created in this way. The reincarnated basilisk grows to its original size+20% in a year, if well fed, and remembers its previous lives. Almost no one knows about this, but some wise old wizard, hearing the party's tale many years later, might lurch to his feet to warn them.

Attacks Each round, the basilisk can perform one of three attack patterns:

  1. Charge. The basilisk will try to charge partially petrified targets first, but if blinded or annoyed, it will charge almost anything. It moves twice its usual speed straight ahead, ignoring fallen pillars, and snaps at the target. It can maintain its Basilisk Stare during the charge. This is a normal attack with a normal attack roll. If hit, the target shatters and is devoured (if made of stone). If made of flesh, it takes 1d8+2 damage and is knocked prone. If the target was not aware the basilisk was in the room they must Save vs Fear.
  2. Lizard Frenzy. If surrounded or threatened, the basilisk thrashes wildly. All creatures within 5' take 1d6 damage and must Save to Dodge or be knocked prone. The basilisk can't stare at a target this round.
  3. Tail Strike. The basilisk does not like being flanked. While pretending to focus elsewhere, it whips its tail at a target. This is a normal attack and requires a normal attack roll with a -2 penalty. If hit, the target takes 1d8+2 damage and is flung 10' in a random direction. On a miss, the target still takes 1 damage. It can maintain its Basilisk Stare at a different target during this attack.

Basilisk Behavior

Other Information
The basilisk is satiated for a month after devouring 30 travel rations, 2 normal humans, 1 horse, or 6 fungus goblins. It will hunt creatures in the Basilisk Hall on a 1-in-6. Otherwise, it will rest in a corner, though it will still try and petrify anyone passing within 20'. The brass visor on the basilisk's head can be shut fully if anyone is brave enough to climb onto the lizard's back and adjust the gears. The basilisk will still hunt by smell.
The key to 29: Treasure Room is wedged under the basilisk's collar. Xiximanter put it there and forgot about it completely. The basilisk appreciates anyone who can scratch the worn and chipped scales under its collar. If slain, the basilisk's throat glands contain 2 equivalents of a "Stone to Flesh" potion. The creature doesn't actually eat stone. The petrification is just a way to preventing food from fleeing and storing it for later consumption. The basilisk's eyes are valuable to wizards and al- chemists (30gp each). The stony skeleton fetches 100gp on the open market, or 30gp for the head alone. If captured alive, the basilisk is worth as much as 1,000gp to a menagerie keeper. If tamed, it could easily be worth twice that. Any dishonorable army (all of them) would love to have a tame basilisk to use against their enemies.

Fighting the Basilisk Lessons this boss fight is designed to teach:
  1. First, be smart. There's a giant room with a chain clinking quietly in the darkness. This isn't the Tea-House of the Serpent Kings. Something is up. Give the party clues and see how they react. If they stick to the walls and move quickly and quietly they might avoid the basilisk altogether.
  2. Second, work as a team. If the basilisk stares at a target, hit it, and it might be distracted and chase you instead, giving your ally a chance to escape. It will isolate and petrify a team one by one if the team doesn't coordinate.
  3. Third, run away. There's no treasure here, just a giant hungry lizard. You don't have to fight it.
  4. Fourth, figure out what the lizard wants. It's not a video game boss. You can negotiate, more or less. Bring a horse down and feed it. Lure some goblins in. The basilisk doesn't have any treasure - it is treasure. Re- ward the party for thinking about ecologies and realism, not damage per round.
  5. Fifth, use stealth. Sneak past it. Creep up and tie its mouth shut with a rope.