Huge Monstrosity, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 343 (16d20 + 150)
Speed 20 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Senses Darkvision 60 ft., Passive Perception 15
Languages -- Parseltounge
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the basilisk fails a saving throw, it can choose to succeed instead.

Amphibious. The basilisk can breathe air and water.

Deathly 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 14 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature's health is reduced to zero and it falls unconscious. 

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, the basilisk's gaze is reversed on the basilisk.

Actions

Multiattack. The basilisk makes three bite attacks

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 9) piercing damage plus 20 (2d12) poison damage.

Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. And the target must make a DC 15 strength saving throw or be grappled. The basilisk can only have one creature grappled at a time.  

Legendary Actions

The basilisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The basilisk regains spent legendary actions at the start of its turn.

Bite. The basilisk makes a bite attack.

Move. The basilisk can move its speed.

Constricting. The basilisk makes a constrict attack, if it grapples a creature the basilisk may imminently make a bite attack against the grappled target.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the basilisk takes a lair action to cause one of the following effects; the basilisk can’t use the same effect two rounds in a row:

  • A wave of water washes up in an area the basilisk can see within 120 feet of it surge outward in a grasping tide. Any creature ion the ground n a 30 ft by 40 ft rectangle must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet away from the basilisk and knocked prone.
  • A deadly gas rises from the ground at the point of up to 2 creatures on the ground the basilisk can see within 120 ft. Each creature in the gas must make a DC 15 constitution saving throw or take 18 (4d6) poison damage, and be poisoned until next lair initiative count.
  • The basilisk summons one swarm of snakes within 60 ft. The snakes take their turn after the basilisk, and the basilisk can telepathically control them. The snakes last until they die. 

Regional Effects

The region containing a basilisk’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Creatures can sometimes hear whispering in nearby walls. 
  • Snakes seem to gather and work together withing 6 miles of the lair.

If the basilisk dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Underdark

Nessal

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