You have a +3 bonus to attack and damage rolls made with this magic weapon.
Basilisk has 1d6+1 charges. When you hit a creature with Basilisk, as a bonus action, you may expend one charge to have it bite the target.
A creature subjected to Basilisk's venom must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage and be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an Action to shake it awake.
Anytime that Basilisk reaches maximum charges, it will attempt to take control of its wielder. If successful, it will attack the nearest living creature until all charges are expended. If no other living creatures are nearby, it will attack its wielder. If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, edndng the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.
Once per day, as a bonus action, you may command Basilisk to spit venom from its hilt. If the venom hits the target in eyes, it is Blinded until healed. This attack ALWAYS counts as a called shot. If this status isn't healed by magic or other means within 24 hours, the creature is permanently Blind.
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Basilisk is a Neutral Evil sentient weapon with the following stats: Intelligence - 13 Wisdom - 14 Charisma - 17 Hearing and Darkvision to 120 ft. Basilisk can speak, read, and understand Common, Laross, and Abyssal. In addition, the item can communicate telepathically with any character that carries or wields it. Glory Seeker: The item seeks Renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. The item demands that its wielder pursue the item’s goals to the exclusion of all Other Goals. Basilisk appears as a bladed-chain whip. The hilt AND tip are identical, jeweled cobra heads. , This weapon is sentient. Before you can attune to this weapon, you must first allow it to bite you and survive its poison without falling unconscious., Damage, Combat, Finesse, Reach, Slow
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