Stone-Eye Basilisk
Monstrosity
T2d6Sovereign
An elder basilisk grown huge on centuries of prey, its lair a garden of statues that were once adventurers. Its gaze has not dimmed with age.
Tier 2 · Role Sovereign · Pool Vigor 3 / Vitality 18 · AC 12 · ATK +3 · Save DC 13 · Dmg d6
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 6 | -2 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 12 | +1 | d3 |
| Cunning | 12 | +1 | d3 |
| Fate | 10 | +0 | - |
Passives
Statue Garden
Immune to petrification, including its own gaze reflected. Its lair is a ring of ruined statues; a creature that ends its turn adjacent to one takes 1 Vigor damage from crumbling stone shards.
Maneuvers
Crushing Bite
Bites a creature within 10 ft it can see. On a hit it takes 1 Vigor damage; if that creature is already restrained by its gaze, it instead takes 2 damage as jaws close on stiffening flesh.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Elder Gaze
Fixes its ancient stare on a creature within 30 ft that can see it. Body save (DC 13, disadvantage unless the creature averts its eyes) or the target begins turning to stone: restrained, repeating the save at the start of its next turn or becoming permanently petrified.
Reactions
Coiled Retreat
When it fails a save or is struck by a critical hit, it may withdraw 15 ft into the statue garden without provoking.
Tactics
GM tactics
Patient and unhurried; lets prey wander in among the statues before fixing its gaze on the boldest threat. Bites only what has already stopped moving.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d6. A crit rolls two: 2d6.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.