Pimp the basilisk

How about a mantilisk? If they keep their eyes open they get stoned, if they close them they get skewered with spikes. A d6 or two of sudden strike damage makes the latter option particularly nasty.
-blarg

Edit: That just sounds like fun. I think I'm going to have to stat this up and stick some on the Isle of Dread.
 

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You may've already run the session, but I want to go a slightly different tack with this.

When I have monsters that the PCs are expecting or simply experienced with, I like to throw in a twist to the combat. See, I enjoy making PCs make tough decisions, both tactically and in role play. Rather than making the actual monsters bigger and tougher, I make the players make difficult decisions.

In the military, they call it "combined arms". You use two different weapons that cover for each others' weaknesses. For example, in WWI, they'd have machine guns laying down cover fire, which encourages the enemy troops to keep their heads down and stay in the trenches. Then they'd drop mustard gas shells on the enemy position. Mustard gas is heavy and flows down into the trenches, thus encouraging the troops to get out of the trench and make a charge. So they have to decide whether to jump up and charge the guns, or sit quietly and breathe poison. (Or, more accurately, hope like hell their gas masks are airtight and functional...) Or you set up a minefield, leaving a narrow clear path in the middle, and then set up gunners all around it. The enemy can come up the middle right into the teeth of the machine gun nest, or they can pick their way slowly through the mines while being sniped by at by rifles. You can get similar situations by combining tanks with air support or foot soldiers with cavalry.

So in this case, you have a basilisk, which encourages the PCs to close their eyes. The perfect compliment to that, then, is artillery units -- archers and wizards and such -- that require the PCs to open their eyes to target. Another good compliment is rogue-type characters who get bonuses -- like sneak attack -- for attacking blind enemies. Again, open your eyes and make a save, or keep them closed and get stabbed. Archer rogues are perhaps the nastiest backup unit you can come up with.


A second option is environment (if you don't really want to mess with allies and combined arms). Make the environment something that encourages looking. You might set the battle on broken terrain where a blinded character could stumble on uneven ground, or even walk right into a crevasse. Or you could go with a thick wood where the gaze weapon is crippled, and give the basilisk excellent Move Silently and decent Hide -- finding him by anything but pure accident will require you to be looking, but then you've met his eyes.... That's a lurker that doesn't require any sort of speed at all.


A third option, which you could combine with either of the previous two, is the previously mentioned idea of changing his gaze to something other than 'stone'. I like venomous eyes that inflict poison with a glance, myself, but it's up to you what you want to do. You could even do a "slow petrify" effect, with a poison that first slows, and then petrifies the victim if they fail the secondary save. A less devastating gaze attack encourages the players to just open their eyes and have at it, and deal with the consequences after.
 

Thanks Keenath! Those Grimlock rogue archers are looking more and more attractive!
I just need a vaguely acceptable reason why they're sitting at a ruin in the middle of the jungle, playing catch with a basilisk. Hmmmmmm...
 



Mantilisk, large magical Beast
Init +0; Senses Listen +1, Spot +5; DV 60', LLV, Scent
Languages Common
Aura petrifying gaze (Su) Fortitude DC 14 negates, range 30'.

AC 16, touch 9, FF 16 (-1 size, +0 Dex, +7 natural)
hp 76 (8d10+32)
Fort +10, Ref +6, Will +3

Speed 30', fly 50' (clumsy)
Melee 2 claws +13 (2d4+6) and bite +8 (2d6+3)
Ranged 6 tail spikes +13 (2d6+6); standard action, 180' range, all targets must be within 30' of each other, 24 spikes per day
Atk options Flyby Attack, sudden strike +1d6

Abilities Str 22, Dex 10, Con 19, Int 5, Wis 12, Cha 10
BAB +8; Grp +18/+13
Space/reach 10'/5'
Feats Brutal Throw, Flyby Attack, Improved Natural Attack (tail spikes), Track (B)
Skills Hide +7 (+11 in natural settings), Listen +1, Move Silently +0, Spot +5

Tactics Ambush by hiding in a large tree or other high place and fire tail spikes at flatfooted opponents during surprise round with sudden strike damage. Alternate flyby attacks with gaze and tail spikes, targetting opponents with open or closed eyes respectively. Once enemies are softened up, land and shred in melee.

--

I used the amalgam template from Advanced Bestiary to melge a basilisk and a manticore, then advanced the result by 2 hit dice and tacked on 1d6 sudden strike. It should be about a CR 7 plus or minus 1.
-blarg
 

That mantilisk is sweet, Blarg!

I went with a dracolisk and eight babies and the players just kept talking and talking about the fight after the game - job done!

I also fleshed out the statues a little, throwing them into a debate over who to restore. Yes, they need a cleric, but one with a whip and a symbol of Loviatar?

They stormed into the clearing expecting to slaughter a slow little basilisk from a distance, and were dismayed when the dracolisk sprang from a huge tree behind them and got a good surprise round of gazes in! It's flight was a bit ponderous after that but their ranged capabilities are nothing like their melee ones, especially blindfolded! It was a good six rounds before they'd got it down, and after three they were being harrassed by acid-spitting babies flying around their blindfolded heads.

Great fun - thanks for all your ideas!
 

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