Basilisk (/ˈbæzɪlɪsk/)

The Petrifying Glance

 
A 7-foot-long gigantic lizard with eight legs and a long tail extending another 7 feet. It has a dull brown body with a yellowish underbelly (although their colors also include dark gray and dark orange). It possesses a single row of bony spines that line its back and a few curved horns atop its nose. Its eyes glow with a pale green light.
    Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.   Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.   A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.   Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.   Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.  
“No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.”  
— X the Mystic's 4th rule of dungeon survival
 
The Mighty Menagerie fought some in the Spider Forest of the Feywild near the cottage.  

Basic Information

Anatomy

Basilisks (pronounced: /ˈbæzɪlɪsk/ BÆZ-i-lisk listen) were large, eight-legged reptiles with the terrifying ability to poison or petrify their prey. Though not malicious, basilisks were indisputably dangerous. They could be found all over Faerûn and Dierde.  
“Just as a basilisk's eye can turn men to stone, their bones can petrify a man's fate.”
— Elusina the Grey
 

Description

Basilisks had eight legs, which they crawled upon. Basilisks came in a variety of colors from dark gray to dark orange, although they also commonly had a dull brown body with a yellowish underbelly. Basilisks possessed a single row of bony spines that lined their backs and a few had a curved horn atop their noses. Basilisk eyes were, however, the most notable feature, glowing with a pale green light. Adult basilisks could grow to be about 6 feet (1.8 meters) in length, not counting the tail, which could reach another 5 to 7 feet (1.5 to 2.1 meters). They typically weighed around 300 pounds (140 kilograms).   The Bedine called basilisks hagar motab or "bringers of stone-death".   Types of Basilisks The greater basilisk was a rare breed of the common basilisk, similar in most respects, except it was larger and with an evil disposition. It was extremely near-sighted, and consequently the range of its petrifying gaze was much shorter.

Genetics and Reproduction

Reproduction

Basilisks instinctively avoided looking directly at others of their kind, but were able to recognize them using hearing and a sense of smell that was capable of differentiating between individual basilisks. Basilisks were mature enough to breed at the age of only nine months. Once they had found a mate, the pair would find a body of water to breed in (the water helped support their body weight), then both travelled to the lair of one of the pair.   One or two days after the act, the female would lay one to eight greenish-white eggs, each about the size of a human's fist, which the mother would then half-bury in cool sand or mud.   The eggs themselves had malleable and somewhat stretchy shells, able to be handled and moved easily without risk to the gestating creature inside.   There was a one-in-twenty chance that an egg was infertile, but otherwise an infant would hatch from it's egg between thirty one and fifty days after it had been lain. During this time period, neither parent ate, causing them to become increasingly aggravated. Newly hatched, a basilisk could be anywhere between one and nine inches long. They would grow almost to their full adult length within four to six months.   The parents would share a lair until the resulting offspring were themselves old enough to breed, then they would separate. However, they would instinctively seek each other out again four summers hence and mate again. Basilisks mated for life.   Basilisk eyes were the principal ingredient in the foodomancy dish simply called basilisk and bread. It could give the imbiber stoneskin and the basilisk's gaze ability.

Ecology and Habitats

Habitats

Basilisks could be found nearly everywhere, including subterranean biomes. Typically, basilisks sheltered within burrows, caves, or other similar areas. These dens were sometimes distinguished by what appeared to be statues, although these were, in fact, creatures that had been petrified by the gaze of the creature. Despite their adaptability, and although they still lived in such places, they didn't appear to thrive in cold climes, presumably due to their cold-blooded nature.   Beyond the Prime Material plane, scattered numbers of basilisks could be found in the Elemental Plane of Earth.

Dietary Needs and Habits

Diet

Basilisks were known to eat mammals, birds, fish, some berries, and even other reptiles.

Behaviour

Behavior

Basilisks had a very slow metabolism, making their movements sluggish and clumsy. As a result, basilisks relied upon their powerful magical characteristics for hunting and were unprepared for a hard pursuit. As a result, prey that fled usually got away unharmed. To prevent this, basilisks typically laired in hidden dens, waiting for any prey unfortunate enough to wander in, even if it was extremely small. Basilisks had a very robust digestive system, however, and could digest even stone. When not hunting, basilisks slept off their meals in their lairs, sometimes in small groups of up to six individuals.   Basilisks were lazy and cowardly creatures, but evilly cunning. They made their lairs in dark underground caves where there was a ready and easily accessible food and water supply. They were easy to anger, though they never fought to the death if it could be helped. They were observed to be irrational and possibly insane half the time but shrewd hunters the other half. When hunting, they pounced from hiding and attacked with their petrifying gaze and vicious bite. They only needed to eat one large meal (the size of a deer or a humanoid) a month, owing to their slow metabolisms, though would apparently gorge themselves to death if provided with enough meat.   Basilisks spent much of their time asleep basking, either in the heat of the sun, or, if that was too harsh, in the heat of some other source, such as a volcanic vent, or even a campfire. If the basilisk was unable to warm itself for more than a day, it would become sluggish, ultimately dying of hypothermia after a further three days.   Though thought by many to be incapable of eating a petrified victim, at least after infancy (immature basilisks had been observed by scholars devouring chunks of statues, but not adults), all basilisks were in fact capable of eating their petrified prey due to their strong jaws and a process within their gullet that transformed the stone back into flesh.   When angered, they hissed like a cobra.

Additional Information

Uses, Products & Exploitation

Adventuring and Taxidermy

The eyes and gullets of basilisks were of great value to alchemists and mages. The pupils, lenses, and fluid of basilisk eyes could be made into spell inks and potion ingredients as well as used in the creation of magic items concerned with petrification. The fluids found in a basilisk's gullet could be used by an alchemist to create an oil that would restore a petrified creature to flesh as well.   Intact basilisk eggs, recently hatched infants, and mature specimens were also in demand from those who thought to use the creatures as guardians of locations and treasure (though it's said that most such attempts to utilize basilisks as guards ends in failure).   An intact eyeball could be sold for up to 1,000 gold pieces, while just an eyelid could still fetch as much as 400gp. An egg could sell for up to 500gp, while a hatched infant could go for 700gp. A mature specimen was less valuable than small one, but buyers often still pay up to 500gp for them.   Those who hunted basilisks sometimes employed mirror-polished shields to protect themselves.

Harvesting

Instructions
Instructions: Because this creature is an Monstrosity, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Monstrosity   Skill: Nature  
DC Item Description Value Weight Expiration Crafting
5 Basilisk Tooth (small Pouch) Basilisk use their teeth to crunch and grind stone. As such, their teeth are extremely hard and sharp. Basilisk teeth are prized for use in tools and weapons. 2 gp 2 lb. none Dagger (DMG)
10 Basilisk Eye (x2) Basilisk eyes, which cause petrification, are highly desired by both alchemists and magic users. The eyes can be used to make potions related to petrification, or to aid in the enchantment of armor and weapons. 5 gp 1 lb. 2 days Basilisk Gaze Poison (HHH)
15 Basilisk Bile (2 vials) Basilisk bile is often used by alchemists to cure petrification. 6 gp 1 lb. 7 days Basilisk Gaze Poison (HHH)
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces 2-12 pieces of Harvested Meat, weight of 4 lb each. DC: 5, Expire: 1 day, Value: 2 sp each.   The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.

Perception and Sensory Capabilities

Abilities

 
“No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.”  
— X the Mystic's 4 rule of dungeon survival
  Basilisks were known for their ability to petrify their prey, causing a chemical change in the body that turned victims into a porous stone statue. Sages theorized that the creature's eyes emitted some kind of radiation that was absorbed by the eyes of their victim, but ultimately, the precise method of how their power worked was very poorly understood. It has been noted that the better the eyesight of the victim, the longer the effective range of the basilisk's gaze, and multiple reports claim that the casters of arcane eye spells, the users of crystal balls, and the wearers of eyes of the eagle have all fallen victim to petrification upon viewing basilisks over great distances. Creatures in gaseous form however, were apparently immune. Items carried or worn by their prey were not turned to stone, only the body itself. However, protective magic items still worn by the statue would continue to affect it as they would if the victim was still flesh and blood. Creatures petrified by a basilisk were not dead, but placed into a form of permanent suspended animation some called "stone sleep". While petrified, the statue could be damaged, just as natural stone could be.   A basilisk's eyes were also capable of viewing the astral and ethereal planes, though not at the same time, and only if they concentrated to do so. Their gaze also worked against creatures on these planes, killing creatures on the astral, and turning those on the ethereal into a different kind of "ethereal" stone. On the material plane, they could see both the infrared, and ultraviolet spectrums of light, granting them darkvision.   Given a higher-than-average food supply, a basilisk could regrow lost limbs and tails within one to four months.

Civilization and Culture

Historical Figures

Notable Basilisks

A frozen greater basilisk served as a guardian for a Lockstone placed atop Stoner's Needle in the Sword Coast lands, having been set there by the extraplanar being Imgig Zu to prevent the fire elemental Jogaoh (who'd been trapped in the form of a dwarf by Imgig Zu) from regaining his freedom. Jogaoh feared the basilisk too much to make the climb up and take the Lockstone. When Vajra Valmeyjar, Cybriana, Timoth Eyesbright, Onyx the Invincible, and Priam Agrivar sought out Jogaoh in the Year of the Prince, 1357 DR, he agreed to help them provided they retrieved the Lockstone for him. Atop the tower, Jogaoh took the Lockstone and was restored to his fire elemental form, then returned to the planes before the basilisk awoke to attack Vajra and Priam. Vajra slew the basilisk, using the reflection of the gem so it would turn itself to stone.   The Purple Basilisk laired in the hideaway known as the Auantiver Labyrinth, and the group who called themselves the Men of the Basilisk had potential recruits try to escape it's lair as a form of initiation.   A basilisk dwelt in the western forests of Wyllowwood, a layer of Undermountain.

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 24. ISBN 978-0786965614.
  • Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 26. ISBN 978-0-7869-4852-9.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 23. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 14. ISBN 1-5607-6619-0.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 8. ISBN 0-935696-00-8.
  • Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  • James Lowder (August 1993). Prince of Lies. (Wizards of the Coast), pp. 262–263. ISBN 1-56076-626-3.
  • James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Anauroch”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), pp. 7–8. ISBN 1-5607-6917-3.
  • Michael Fleisher (January 1989). “The Bounty Seekers Of Manshaka”. Advanced Dungeons & Dragons #2 (DC Comics), p. 25.
  • Ed Greenwood (January 1984). “The Ecology of the Basilisk”. In Kim Mohan ed. Dragon #81 (TSR, Inc.), p. 28.
  • Ed Greenwood (January 1984). “The Ecology of the Basilisk”. In Kim Mohan ed. Dragon #81 (TSR, Inc.), p. 27.
  • Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 36. ISBN 0-7869-0736-3.
  • Template:Cite polyhedron/133/The Gentle Art of Foodomancy
  • Michael Fleisher (January 1989). “The Bounty Seekers Of Manshaka”. Advanced Dungeons & Dragons #2 (DC Comics), pp. 18, 20–22.
  • Eric L. Boyd (June 2000). “Men of the Basilisk”. In Erik Mona ed. Polyhedron #142 (Wizards of the Coast), p. 25.
  • Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 71. ISBN 978-0-7869-6626-4.
  • Victor Milán (October 1995). War in Tethyr. (TSR, Inc), p. 111. ISBN 0-7869-0184-5.

 
 

   
Genetic Ancestor(s)
Scientific Name
Animalia, Monstra, Bestial, Scaled One, Lizard, Basilisk
Origin/Ancestry
Monstrosity (Beast Lizard | Basilisk)
Lifespan
500 years. However, some basilisks have been known to live for even longer, up to 1,000 years or more.
Conservation Status
There is no protection for such creatures, and are often hunted when discovered.
Average Height
10 feet long and 6 feet tall at the shoulder. However, some basilisks can grow even larger, up to 13 feet long and 7 feet tall.
Average Weight
300 lb.
Average Length
11-13 ft
Related Ethnicities

5E Statistics
Basilisk

 
Size Medium
Type Monstrosity
Alignment Unaligned
Challenge Rating 3

General Information

Vision Darkvision
Favored Climate Warm Climate
Favored Terrain Deserts

Appearance

Average Height 11'-13'
Average Weight 300 lbs.
Skin color(s) Brown
Eye color(s) Glowing pale green
Distinctions Petrifying gaze

 
See Also: Basilisk on Forgotten Realms Wiki

MM, page 24. Also found in ToA; WDMM; BGDIA; MOT; IDRotF. Available in the SRD.

Basilisk CR: 3 (700 XP)

Medium monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 53 ( 8d8+16 )
Speed: 20 ft

STR

16 +3

DEX

8 -1

CON

15 +2

INT

2 -4

WIS

8 -1

CHA

7 -2

Skills: Proficiency Bonus +2
Senses: darkvision 60 ft., passive Perception 9
Languages:
Challenge Rating: 3 (700 XP)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.   A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.   If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ([2d6 + 3]) piercing damage plus 7 ([2d6]) poison damage.

A 7-foot-long gigantic lizard with eight legs and a long tail extending another 7 feet. It has a dull brown body with a yellowish underbelly (although their colors also include dark gray and dark orange). It possesses a single row of bony spines that line its back and a few curved horns atop its nose. Its eyes glow with a pale green light.   Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.   Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.   A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.   Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.   Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.  
“No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.”  
— X the Mystic's 4th rule of dungeon survival

Suggested Environments

Environment: Mountains