Swavain Basilisk

Explorer's Guide to Wildemount p. 300 (Third Party)

Size
Huge
Type
monstrosity
Alignment
unaligned
AC
16 (natural armor)
Hit Points
85 (10d12+20)
Speed
walk 15 ft., swim 40 ft.
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft.
Passive Perception
9
Challenge
7
Lineage
Basilisk
STR
15
+2
DEX
16
+3
CON
15
+2
INT
2
−4
WIS
8
−1
CHA
7
−2

Traits

Amphibious

The basilisk can breathe air and water.

Petrifying Secretions

A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified.

Actions

Multiattack

The basilisk makes two attacks: one with its bite and one with its tail.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage.

Tail

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).

Other data

description

Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems.