| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 7 | −2 | −2 |
Pack Tactics. The basilisk has Advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the basilisk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.
Spines. (Recharge 4–6). Ranged Attack Roll: +5, range 20/80 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage. Constitution Saving Throw: DC 14, up to three creatures targeted by spines. If the target is hit by 1 or 2 spines, First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Chameleon. The basilisk magically turns invisible until it moves or until it makes an attack roll.
Description
The Yuan-ti bred basilisk with traits from several other creatures of the swamp and forest to serve essentially as guard dogs.
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