Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 90' (30')
AC: 3
HD: 12
Attacks: 1 weapon or 2 claws and one bite
Damage: regular damage +3d6 (if physical attack), or 1d6+3d6 / 1d6+3d6 / 1d4+3d6
Save: L12
Morale: 8
Hoard Class: I, II, IV (x10 each category), VIII (80%), IX (70%), XII (double chance), 1d4-1 high tech weapons, and 50% chance of 1 artifact suit of armor.

Basilisk get their name from the mythological lizard that was said to be able to turn people to stone by simply gazing upon them. In some aspects this name is very appropriate.

Wasteland scholars are sure that these creatures evolved from human-kind, although there may have been some genetic tinkering thrown into the mix at some point in their evolution. Or maybe it was just the fickle hand of fate and a random roll of the dice that ended up creating this stable species of reptilian humanoids.

Physically these mutant humanoids appear as green-skinned humans. Their flesh appears to be quite smooth but if someone touches it they will quickly learn that it is rough-textured and feels somewhat pebbly. They are totally bald, even the females, and their eyes are large, almost half again the size of a normal human’s and are a deep ruby red, with no sign of pupils. Their fingers and toes end in small but extremely sharp claws, and their mouths are filled with sharp inwardly-pointing teeth.

These creatures are immensely strong and dexterous, and possess the ability to quickly heal from wounds that they have sustained, with three exceptions. They cannot heal thermal, cold or acid-based damage. Otherwise they regenerate 1d4+3 hit points per round. Damage from the three sources is healed at the creature’s regeneration rate, but per day instead of hour.

In combat this humanoid is terrifying to behold. Due to their enhanced strength, they do incredible amounts of damage when wielding melee weapons and even their natural weapons make them formidable opponents to engage.

But that is not the only weapon they have at their disposal. Like the creature that they are named after, these monsters possess a gaze-like attack. Several in fact. First, they can use their gaze to stun a victim. This is considered to be a ranged attack and when they hit in combat, the victim must make a saving throw versus stun or be stunned for 2d4 rounds. They can use this particular attack once every six rounds.

They also are capable of using their gaze as either a thermal or cold-based attack. They can choose whichever version they wish to use in combat, and it does 6d6+6 damage. This attack can be used only once every three rounds.

It should be noted that the range of any of their gaze attacks is strictly line of sight and is effectively unlimited as long as they can see their target.

In the off chance that they have encountered a target that is too difficult for them to beat down in combat, they are able to teleport at will. This ability is limited to only places that they can actually see, or have been to. They cannot use the ability to randomly ‘jump’ somewhere they have never been. This ability can be used once per hour.

Like the majority of the humanoids that inhabit the wastelands, the personality of these creatures varies from individual to individual. They can be good, evil, neutral, greedy, generous and so forth. They do make excellent soldiers and mercenaries and many have found a home in the great Legion (see Wisdom from the Wastelands issue 6: Factions for more information).

Another way that they resemble their reptilian ancestors is that they do not give birth to live young. Both males and females reach sexual maturity at around nine years of age. When they mate, the females will gestate an egg, which takes there months to develop before they can lay it. The egg is about the size of a football and it has be kept warm (at least 100F) in order for the infant to develop. This requires only four months at which time the egg hatches. It is at that time that the infant will start to suckle at the female’s breast and it grows at the same rate as a human infant.

They live together in family groups of a mated pair and their offspring, and will congregate in communities together, but most of the time when they are encountered in the wild it is a family group.

As can be expected, they have no fear of artifacts and are ready and willing to use anything that they can lay their hands upon. They will wear armor and thankfully due to their physique, they can wear any type of armor, including powered. There are those who think that due to their claws they might have issues wielding weapons, but that simply is not the case.

Mutations: Aberrant form (natural weapons), bizarre appearance (d), increased physical attribute (Dexterity and Strength), neural telekinesis, optic emissions (modified), regenerative capability (modified), teleport

Source: Spider-Man comics

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.