Petrifying Gaze. When a creature that can see the basilisk's eyes starts it's turn within 30 feet of the basilisk, the basilisk can force it to make a DC 15 Constitution saving throw if the basilisk isn't incapacitated and can see the creature. On a failed save, the creature magically turns to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a succes, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Stone Camouflage. The basilisk has advantadge on Dexterity (Stealth) checks made to hide in rocky terrain.
Tunneler. The basilisk can burrow through solid stone at half it's burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Regenerative. If the basilisk reaches 0 Hit points it must succeed on a DC 16 Constitution saving throw or die, if it succeeds it regains 108 Hit points instead.
Multiattack. The basilisk makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.
Tail. Melee Weapon Attack: +8 to hit, range 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.
The Catacomb Basilisk can take 2 legendary actions, choosing from the options below. Only one legendary action 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.
Tail Sweep. The basilisk makes a tail attack.
Petrifying gaze (Costs 2 Actions). The basilisk uses its Petrifying Gaze against one creature it can see within 30 feet.
Stone Shift (Costs 2 Actions). The basilisk magically merges with stone, gaining resistance to all damage until the start of its next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This burrowing basilisk has traded open lairs for a labyrinth of tunnels carved beneath the earth. Its armored body and jagged ridged head plow through soil and stone, leaving twisting passages that resemble natural caves. The creature hunts by listening for vibrations, striking from below with terrifying speed, its dull-glowing eyes carrying the same petrifying curse as its surface-dwelling kin. Travelers who hear distant rumbling underground know too late they’ve entered its domain, where collapsing earth and unseen coils spell certain doom.
Lair and Lair Actions
The catacomb basilisk creates giant tunnelworks underground, with what seem like sleeping nests here and there.
Lair Actions
On initiative count 21, 15 & 8 (losing initiative ties), the Catacomb Basilisk takes a lair action to cause one of the following effects; the Catacomb Basilisk can’t use the same effect two times in a row:
- Quaking Earth. Any creature within 25 feet of the catacomb basilisk has to make a DC 16 Strength saving throw. On a failed save they take 11 (3d6) bludgeoning damage and are knocked prone, on a succes they only take half the amount of damage.
- Venom Spout. The catacomb basilisk shoots out venom in a 25 foot cone, any creature caught in this cone has to make a DC 16 Constitution saving throw, on a failure they take 7 (2d6) acid damage and have the poisoned condition for 1 minute, on a succes they aren't poisoned.
- Tunnel Collapse. A section of ceiling crumbles within 20 feet of a creature the basilisk can sense. That creature must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be restrained under rubble until they succeed on a DC 18 Strength Save which they can make as an action.
- Dust Churn. The basilisk thrashes underground, filling a 30-foot radius with choking dust. The area becomes heavily obscured until the start of the basilisk’s next turn; creatures inside must make a DC 16 Constitution saving throw or be blinded until the dust clears.
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Echoing Hiss. The basilisk lets out a seismic hiss that reverberates through the tunnels. Each creature of the basilisk’s choice within 60 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Regional Effects
The region containing a legendary catacomb basilisk’s lair is [enter the effect description], which creates one or more of the following effects:
- Small earthquakes happen almost hourly within 5 miles.
- All water that passes by the lair reeks of snakes.
If the catacomb basilisk dies, these effects fade over the course of 2d4 days.
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