Basilisk, Greater (CR 10)
Large Magical Beast
Alignment: Always neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +10, and Spot +10
AC: 17 (-1 Dex, -1 size, +9 natural), touch 8, flat-footed 17
Hit Dice: 18d10+90 (189 hp)
Fort +18, Ref +12, Will +8
Speed: 20 ft.
Space: 10 ft./5 ft.
Base Attack +18; Grapple +29
Attack: Bite +25 melee
Full Attack: Bite +25 melee
Damage: Bite 2d8+10
Special Attacks/Actions: Petrifying gaze
Abilities: Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Special Qualities: Resistance to cold 10 and fire 10
Feats: Alertness; Blind-fight; Great Fortitude; Iron Will; Improved Natural Attack (bite); Lightning Reflexes; Weapon Focus (bite)
Skills: Hide +0*, Listen +10, and Spot +10
Advancement: -
Climate/Terrain: Warm desert
Organization: Solitary or colony (3-6)
Treasure/Possessions: None
Source:
Monster Manual
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13.
Skills: The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus to Hide checks in natural settings.
Basilisks rely on their gaze attack, biting only when opponents come within reach. Though they have eight legs, their slow metabolism renders them relatively sluggish, so they do not expend energy unnecessarily. Intruders who flee the basilisk rather than fight can expect, at best, a halfhearted, pursuit.
These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures. When not hunting, basilisks are usually sleeping off the meal in their lairs. Basilisks sometimes gather in small colonies for mating or for mutual defense in unusually hostile terrain, and a colony will attack intruders in concert.