Petrifying 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 magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
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 of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Swamp Lord. The basilisk has evolved to rule the swamp it calls home, dominating the ecosystem. While underwater, it has advantage on Dexterity (Stealth) checks and cannot be detected if it isn’t moving. It also has advantage on Wisdom (Perception) checks against any creature that enters or is within 5 ft of that body of water.
Enchanting Glow. The green lights under the Bleakmyre Basilisk’s hood pulse gently, filling the area with an inviting glow.
All creatures currently averting their eyes within 30 feet must make a DC 14 Wisdom Saving Throw or be compelled to look at the hood, taking the effects of one Petrifying Gaze.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 4) piercing damagelus. If the target is a large or smaller
creature, it is grappled (escape DC 14).
Stunning Flash (Recharge 5-6). The glowing paralytic sacs on the Basilisk’s hood suddenly flash with an intense light. Each creature in a 60-foot cone originating from the Basilisk must make a DC 14 Constitution saving throw or be stunned until the end of their next turn. While stunned in this way, the creature may not avert their gaze. Any creature already averting their gaze when this ability is activated gets advantage on the saving throw.
Legendary Resistance (2/Day). If the Bleakmyre Basilisk fails a saving throw, they can choose to succeed instead.
Description
A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet.
Lair and Lair Actions
Slipstream. On initiative count 20, if no creature can see the basilisk and it is within 5 ft of a body of water large enough to conceal it, it can
make a Dexterity (Stealth) check at advantage to Disengage and slip beneath the water’s surface undetected. If it chooses to re-emerge in
a different location on its turn, all surprised creatures within 30 feet must make a DC 14 Wisdom saving throw to avert their eyes in time to avoid its gaze.
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