Homebrew Basilisk Species Details

 Basilisks are durable, and have great built-in armor. They can still wear armor, so consider buying some if your AC is poor. You can’t use shields or weapons, but your bite is as strong as a longsword. The basilisk’s biggest draw is its petrifying gaze. While extremely potent, it can also be troublesome to track. Be sure to help your DM keep track of the effects. Like many other creatures, being awakened has a great deal of influence of your character’s personality. Consider what effect granted your character superior intelligence, and how that effect shaped your character’s personality.

Basilisk Traits

Your Basilisk character has the following racial traits.

No Hands

You are unable to wield weapons or wear shields, and cannot use items which require manipulation, including spellcasting foci, wands, tools, etc. but can be changed due to prosthetics.

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age

Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Alignment

Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

Size

Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Hungry Jaws

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Languages

You can speak, read, and write Common and monster.

Petrifying gaze

. As an action, you can attempt to petrify a creature with your gaze. The target must be within 30 ft. and you must be able to see each other. Creatures whose bodies are not made of flesh, such as constructs, are immune to this effect, as are creatures immune to paralysis. The target creature must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature begins to turn to stone. They are treated as having 1 level of fatigue. The creature must repeat this saving throw at the end of each of its turns. On a failed saving throw, the creature is treated as gaining an additional level of fatigue. If the creature fails 6 saving throws, it is petrified until freed by greater restoration or similar magic. On a successful saving throw, the creature resists the effect, and is treated as having one less level of fatigue. The creature is treated as having one less level of fatigue each round until they are treated as having 0 levels of fatigue. Creatures immune to fatigue are not immune to this effect, and any actual levels of fatigue do not stack with this effect. This effect lasts up to one minute. You must maintain concentration during that time, as if you were casting a spell. If you lose concentration, the creature is treated as having no levels of fatigue from this effect and immediately returns to normal. If the creature becomes petrified by this effect, the effects are permanent and you no longer need to concentrate. A creature may avert its eyes from you, which makes it immune to this ability. If it does so, it cannot see you until the beginning of its next turn, at which point it may choose to avert its eyes again. After you use this ability, you can't use it again until you complete a short or long rest.

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