Half-Basilisk (5e Race)
From D&D Wiki
All it takes is just to be polite and poof... You're stone. That is the power of the basilisk. This varies from petrification to outright death. But here, we shall introduce a newer curiosity. Half-basilisks lack that same lethalness but they nonetheless have that potential to develop a strong trait as such. It's in their bloodline.
Half-basilisks are reptilian humanoids with scaly skin, spikes on their back along their spine and neck, and a pointed lizard-like head atop a thick, muscular neck. They are tall compared to their human parentage, and have a bigger build compared to humans, with rippling abdominal muscles often. Some half-basilisks can be born with glowing blue or yellow eyes and a bigger jaw with spaced out teeth, like their basilisk parentage. Because of this reptilian appearance, half-basilisks have a high chance of being mistaken for dragonborns, half-dragons, or lizardfolk. Some can even look more like regular humans if their scalier traits are less prominent.
Half-basilisks strongly dislike being compared to other races they may resemble. They are likely to attack someone if they are mistaken for others, like dragonborns. Half-basilisks also have longer nails than regular humans and their scales can range from hues of blue to white. They have tails of varying lengths, some short enough to hide, even.
Half-basilisks were created by human researchers through year-long genetic experiments. They were eventually released into society and their blood proliferated amongst themselves. Half-basilisks have always been hunted due to this mixing, as people view them as abominations that never should have been. Due to them looking like dragonborns, half-dragons, and lizardfolk, half-basilisks have tried to hide among those groups. However, they would often be found out and ostracized for their lineage, forced to be the black sheeps of society and live meager existences.
Eventually they weren't hunted as much as knowledge of their existence plummeted through the years. The half-basilisks grew a hatred for those they once hid with due to their suppressed selves in persecution. Now free to make their own names, they left those hateful tribes and went out to the world to explore, no longer hiding like rats.
Half-basilisks are naturally outsiders. They have long shed their covers as assimilated members of races and now feel a sense of prideful individuality as something unique. As such, they are not likely to interact much or fondly with other races. They have been known to be picked on by many, if not all types of creatures that know of their true nature and the history of their creations.
Traveling half-basilisks may chance meeting one another and then band together. They feel a very strong racial bond. However, there are only known pairs, at most, of these creatures traveling together at a time. Most aren't so lucky and end up solitary ad easy pickings. Thus, if a half-basilisk meets others who are very willing to accept them, they will likely be cold at first, but grow to be steadfast allies.
Half-basilisks have a mixture of hisses and snaps for their names. However, they usually go off of lizardfolk names when traveling so non half-basilisks can address them properly.
Male: Brot, Thusk, Qirsa, Bito
Female: Thrass, Thresk, Zechie, Urqeje
The half-basilisks are a strong race with dripping poison from its claws and teeth.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Half-basilisks mature at 100 and can live up to 700 years old.
Alignment. Half-basilisks tend to be chaotic neutral or in that general proximity.
Size. Half-basilisks stand around 7-8 feet tall and weigh about 300 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Adaptable Predator. Your race has been a persecuted bunch, used to toughing it out. You are proficient in the Survival skill.
Blood of Stone. You are immune to the petrified condition.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Stunning Glare. As an action, you can attempt to partially petrify a creature that can see you within 30 feet of you. The creature must make a Constitution saving throw or be stunned until the end of their next turn or they take damage. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. You must complete a long rest to use this trait again.
Venomous Strike. As a bonus action, you can make an unarmed strike with your bite. If the attack hits, it deals its normal damage plus 2d8 poison damage, and you can't use this trait again until you finish a short or long rest.
Languages. You can speak, read and write in Common, and one other language of your choice.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6'7"||+ 2d4"||300 lbs.||x1d20 lbs.|