Basilisk, Crimson

Family: Basilisk

Medium monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 20 ft.

16 (+3) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 10 (+0)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Challenge 4 (1,100 XP)

Special Traits

  • Blood Frenzy. The crimson basilisk has advantage on attack rolls against any creature that doesn’t have all its hit points.
  • Wounding Gaze. If a target starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the target to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage as blood weeps from the victim’s eyes, ears, nose, and mouth. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target takes an additional 7 (2d6) necrotic damage and will continue to take recurring damage at the end of each of its turns (without further chance to save) unless the basilisk is incapacitated or the effect is ended by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the creature until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) acid damage. In addition, nonmagical armor or a shield being worn or carried is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.


This creature looks like a stocky, 8-legged, crimson-scaled reptile. A row of bony spines juts from its back and runs the length of its body. Its eyes have a ghostly blue glow.

Crimson basilisks are variants of the common basilisk, and in some cases more dangerous. Adventurers can be relieved that they will not be turned to stone, but such relief is usually short-lived as they soon realize their equipment begins to disintegrate under acidic bites and they begin bleeding uncontrollably when they meet the creature’s gaze.

Crimson basilisks are subterranean carnivores with a voracious appetite whetted only when they get the thing they desire most – blood.

While they can survive on a diet of plants, mosses, and meat, they prefer blood above all else, even attacking their own kind when food is scarce. A typical crimson basilisk lair is a stony cavern that reeks of blood and whose walls and ground are typically covered and caked in dried blood. The lair usually contains up to five of these creatures with an equal chance of males and females. From 1d4 young are likely to be present as well. Young do not fight or enter combat.

A crimson basilisk is about 6 feet long and weighs over 400 pounds. Its skin is dull crimson though it can easily change its color (as a free action) to match its surroundings. Its eight legs are thick and stout and end in sharpened claws. The spines on its back are crimson as well though they tend to be darker than its overall body (especially in males). Its eyes glow with a ghostly blue light.

A crimson basilisk most often attacks from ambush, using its ability to camouflage itself against its surroundings and lying in wait for prey to wander too close. Once prey moves within 30 feet, it attacks, first using its gaze to bleed a foe and then quickly moving in to bite. If it successfully bleeds an opponent, the basilisk enters a frenzied state and attacks until either it or its prey is dead.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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