Basilisk (DnD Version)

(Generated 109 times)
Namelist None
Tags
Rank Veteran
Race Basilisk (DnD Version)
Cult rank None
Notes ***Petrifying Gaze*** - The Basilisk must expend both a Magic Point and an Action Point on its turn to activate this Dreadful power. This forces an opposed roll of the ***Basilisk’s Willpower against the victim’s Evade*** (to avert their eyes in time). If the victim loses he suffers an immediate Major Wound to the Head, haemorrhaging blood from the eyes, ears, nostrils and mouth. A further standard Endurance roll is needed on the next round to avoid death. The Petrifying Gaze is also effective against plant-life, causing all but the hardiest plants to wither and die against the monster’s glare. In addition the gaze can also petrify spirits, even on the spirit world. This occurs if they happen to be unfortunately in the vicinity of its use, interpreted into the spirit world. Although the Basilisk can not see into the spirit world. Curiously, these beasts are not immune to their own gaze; if forced to glimpse its own reflection, it must succeed in a Willpower roll or die on the spot.
CreatorSFLucid
Stats
STR 2d6+15
CON 2d6+12
SIZ 2d6+20
DEX 1d6+6
INT 2d6+6
POW 2d6+12
CHA
D20Hit locationArmor
01-03 Tail 3
04 Right Hind Leg 3
05 Left Hind Leg 3
06 Right Third Leg 3
07 Left Third Leg 3
08-10 Hindquaters 3
11-14 Forequaters 3
15 Right Second Leg 3
16 Left Second Leg 3
17 Right Front Leg 3
18 Left Front Leg 3
19-20 Head 3
Attributes
Movement 4m
Natural armor Yes

Non-random features

ListFeature
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Ability ***Gaze Attack*** Gaze may be active (the creature must consciously spend an Action Point on its turn to use it on a foe) or passive (anyone looking at the creature is affected)
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.

Standard skills

Athletics STR+DEX+2d10+10 Brawn STR+SIZ+2d10+10 Endurance CON+CON+2d10+30
Evade DEX+DEX+2d10+10 Perception INT+POW+2d10+10 Willpower POW+POW+2d10+20

Professional skills

Track INT+CON+2d10+10

Combat styles

Vicious Bite and Tail STR+DEX+2d10+30

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Tail (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d8 L S - Grip, Sunder Y Y 0 0 As for Head
Tail 1h-melee 1d6 L L - Bash Stun Loc Y Y 0 0 As for Tail