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Basilisks (pronounced: /ˈbæzɪlɪskBÆZ-i-lisk[6] about this audio file listen) were large, eight-legged reptiles with the terrifying ability to poison or petrify their prey. Though not malicious, basilisks were indisputably dangerous.[2] They could be found all over Faerûn.[citation needed]

Just as a basilisk's eye can turn men to stone, their bones can petrify a man's fate.
— Elusina the Grey[7]

Description[]

Basilisks had eight legs, which they crawled upon. Basilisks came in a variety of colors from dark gray[2] to dark orange, although they also commonly had a dull brown body with a yellowish underbelly. Basilisks possessed a single row of bony spines that lined their backs and a few had a curved horn atop their noses. Basilisk eyes were, however, the most notable feature, glowing with a pale green light. Adult basilisks could grow to be about 6 feet (1.8 meters) in length, not counting the tail, which could reach another 5​ to ​7 feet (1.5​ to ​2.1 meters). They typically weighed around 300 pounds (140 kilograms).[3]

Basilisks could be found nearly everywhere, including subterranean biomes. Typically, basilisks sheltered within burrows, caves, or other similar areas. These dens were sometimes distinguished by what appeared to be statues, although these were, in fact, creatures that had been petrified by the gaze of the creature.

The Bedine called basilisks hagar motab or "bringers of stone-death", and it is from a Bedine explorer where most of the facts about basilisks came from.[8]

Types of Basilisks[]

The greater basilisk was a rare breed of the common basilisk, similar in most respects, except it was larger and with a low intelligence and an evil disposition. It was extremely near-sighted, and consequently the range of its petrifying gaze was much shorter.[9]

Abilities[]

No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.
— X the Mystic's 4th rule of dungeon survival[1]

Basilisks were known for their ability to petrify their prey.[2]

A basilisk attacking a target.

Behavior[]

Basilisks had a very slow metabolism, making their movements sluggish and clumsy. As a result, basilisks relied upon their powerful magical characteristics for hunting and were unprepared for a hard pursuit. As a result, prey that fled usually got away unharmed. To prevent this, basilisks typically laired in hidden dens, waiting for any prey unfortunate enough to wander in, even if it was extremely small. Basilisks had a very robust digestive system, however, and could digest even stone. When not hunting, basilisks slept off their meals in their lairs, sometimes in small groups.[3]

Basilisks were lazy and cowardly creatures, but evilly cunning. They made their lairs in dark underground caves where there was a ready and easily accessible food and water supply. They were easy to anger, though they never fought to the death if it could be helped. They were observed to be irrational and possibly insane half the time but shrewd hunters the other half. When hunting, they pounced from hiding and attacked with their petrifying gaze and vicious bite. They only needed to eat one large meal (the size of a deer or a humanoid) a month, owing to their slow metabolisms, though would apparently gorge themselves to death if provided with enough meat.[citation needed]

The tiny creatures (only two or three inches long when just hatched) burrowed slowly into the statues. They apparently lost their ability to eat petrified prey when they matured to adulthood. An adult with no young that had petrified a victim simply left the statue standing where it was struck, though greater basilisks were more likely to contemptuously smash a statue with a swipe of their tails.[citation needed]

Ecology[]

Habitats[]

Beyond the Prime Material plane, scattered numbers of basilisk could be found in the Elemental Plane of Earth.[10]

History[]

A frozen greater basilisk served as a guardian for a Lockstone placed atop Stoner's Needle in the Sword Coast lands, having been set there by the extraplanar being Imgig Zu to prevent the fire elemental Jogaoh (who'd been trapped in the form of a dwarf by Imgig Zu) from regaining his freedom. Jogaoh feared the basilisk too much to make the climb up and take the Lockstone. When Vajra Valmeyjar, Cybriana, Timoth Eyesbright, Onyx the Invincible, and Priam Agrivar sought out Jogaoh in the Year of the Prince, 1357 DR, he agreed to help them provided they retrieved the Lockstone for him. Atop the tower, Jogaoh took the Lockstone and was restored to his fire elemental form, then returned to the planes before the basilisk awoke to attack Vajra and Priam. Vajra slew the basilisk, using the reflection of the gem so it would turn itself to stone.[11]

A basilisk dwelt in the western forests of Wyllowwood, a layer of Undermountain.[12]

Appendix[]

Gallery[]

Appearances[]

Adventures
The Mines of BloodstoneRuins of AdventureTomb of AnnihilationWaterdeep: Dungeon of the Mad Mage
Novels
Exile
Referenced only
The Council of Blades
Comics
Advanced Dungeons & Dragons (#2)Forgotten Realms (#3)
Video Games
Eye of the Beholder II: The Legend of DarkmoonGateway to the Savage FrontierBaldur's GateNeverwinter
Referenced only
Neverwinter Nights: Darkness over Daggerford
Board Games
Dungeons & Dragons Adventure Begins
Organized Play & Licensed Adventures
Tyranny in Phlan

Further Reading[]

Connections[]

References[]

  1. 1.0 1.1 1.2 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 24. ISBN 978-0786965614.
  2. 2.0 2.1 2.2 2.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 26. ISBN 978-0-7869-4852-9.
  3. 3.0 3.1 3.2 3.3 3.4 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 23. ISBN 0-7869-2893-X.
  4. Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 14. ISBN 1-5607-6619-0.
  5. Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 8. ISBN 0-935696-00-8.
  6. Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  7. James Lowder (August 1993). Prince of Lies. (Wizards of the Coast), pp. 262–263. ISBN 1-56076-626-3.
  8. James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Anauroch”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), pp. 7–8. ISBN 1-5607-6917-3.
  9. Michael Fleisher (January 1989). “The Bounty Seekers Of Manshaka”. Advanced Dungeons & Dragons #2 (DC Comics), p. 25.
  10. Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 36. ISBN 0-7869-0736-3.
  11. Michael Fleisher (January 1989). “The Bounty Seekers Of Manshaka”. Advanced Dungeons & Dragons #2 (DC Comics), pp. 18, 20–22.
  12. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 71. ISBN 978-0-7869-6626-4.
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