Basilisk (CR 7/MR 3)

This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire.

Mythic Basilisk (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary
N Medium magical beast (mythic)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10


AC 20, touch 9, flat-footed 20 (–1 Dex, +11 natural)
hp 89 (7d10+51)
Fort +8, Ref +4, Will +5
Defensive Abilities camouflageMA, poisonous blood; DR 5/epic


Speed 40 ft.
Melee bite +10 (1d8+3), 4 clawsMA +10 (1d4+3)
Special Attacks mythic power (5/day, surge +1d6), petrifying gazeMA


Str 16, Dex 8, Con 17, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +11; CMD 20 (32 vs. trip)
Feats Ability Focus (petrifying gaze), Blind-Fight, Extra Mythic Power, Iron WillMF, Skill Focus (Perception)
Skills Perception +10, Stealth +10 (+20 when still); Racial Modifiers +4 Stealth (+14 when still)


Environment any
Organization solitary, pair, or colony (1 mythic basilisk, 3–6 basilisks)
Treasure incidental

Special Abilities

Camouflage (Ex) A mythic basilisk has a limited ability to change the color of its skin to match its surroundings while in its natural terrain. It gains a +10 bonus to Stealth checks when it is still, and can use the Stealth skill to hide in its natural terrain even if the terrain doesn’t grant cover or concealment.

Petrifying Gaze (Ex) Turn to stone permanently (as mythic flesh to stone), range 30 feet, Fortitude DC 20 negates. A creature petrified in this manner that is then coated (not just splashed) with fresh mythic basilisk blood (taken from a mythic basilisk no more than 1 hour dead) is instantly restored to flesh but is then immediately exposed to basilisk blood poison. A single mythic basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based and includes a +2 racial bonus. By expending one use of mythic power, a mythic basilisk can actively direct its petrifying gaze at a single opponent within range as a swift action.

Poison (Ex) Blood—contact; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.

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