Pack Tactics. Has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Track. The Vulpin Basilisk extends their sonar, adding an extra 25 ft. to their Blindsight radius and gaining advantage when making nature or investigation checks.
Scratch. Unarmed Attack: Reach 5 ft., Hit: 1d5 + STR mod slashing damage.
Quill Strike. Unarmed Attack: Reach 1 ft., Hit: 1d5 + DEX mod slashing damage.
Description
Vulpin Basilisk are hot-coloured quadrupedal beasts. They resemble their relatives of the Basilisk except they are more mammalian features such as canine like paws and fur variating from thin fur that is barely noticeable to long thick scraggy fur. . They lack any form of eyes, but this does not mean they are blind. Vulpin Basilisk have developed a form of gills around their necks which with a combination of echo location and enhanced sight and smell, has giving them a for of sight arguably better then traditional sight. They have also a variation in mouths. It seems as thought groups of Vulpin Basilisk near mountains have developed a mouth more like that of the Aboleth along with a worm like tongue, while Vulpin Basilisk deeper in the forests have more canine-like mouths. Vulpin Basilisks quills are smaller then the original basilisk but have more around the body including their arms. The Vulpin Basilisk have developed a form of society similar to that of dolphins and have also developed their own form of language (being dubbed Vulpin). Their language seems to consist of snarls, growls, roars and ….. clicks?. They are also quite intelligent and has been seen using tools, this also showed that they have developed apposable thumbs. One clear weakness they have developed is that due to their enhanced senses, they can easily be overwhelmed with loud sounds or strong smells. Combined with good upper body strength and the tendency to hunt with a few friends, this mutt is one to watch out for!
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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