KING
Stone-Eye Basilisk

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

AC129 base + 3 Sense
Vigor3Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind6-2-d3
Sense16+3d6
Heart12+1d3
Cunning12+1d3
Fate10+0-

Passives

Passive

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

Maneuver

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.

Declaration

Elder Gaze

Telegraph · disrupt d6 · Body save

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

Reaction

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.