Planar Bestiary
Somewhere out among the planes, possibly amid the craziness of Limbo or maybe on a demiplane of a wild wizard, the curse of lycanthropy warped and frayed, ensnaring a traveler locked in combat with a basilisk. When the fight was done, only the traveler remained. The basilisk somehow had been subsumed. Only later was the curse of lycanthropy revealed.
Lycanthropes usually have three forms: humanoid, animal, and hybrid. A werebasilisk has only humanoid and hybrid forms. In their hybrid form, the lower half of their body becomes a scaled, six-legged reptilian monstrosity. Centaur-like, the upper portion of their body is humanoid; however, the scales and jagged back crest rise up the spine and onto their heads, and their eyes are hollow pits containing a fell bluish glow. A hybrid may wield the weapons of their humanoid form, or they may choose to use their claws and fearsome petrifying gaze in combat.
Werebasilisks who embrace what they are, and those with the will to understand that only through practice can they master themselves, eventually learn to harness their transformation so it happens only when they wish it. When such werebasilisks change, the hybrid form and the humanoid form remember events from both perspectives, their minds becoming one. Those without control usually become raging monsters.
For guidance on how to handle involuntary transformations, refer to Beast Form.
Motive: Varies by individual
Environment: Anywhere in the multiverse, alone at the dark of the moon on a Material Plane world if unable to control their transformation
Health: 21
Damage Inflicted: Moderate wound (5 points)
Armor: 2 (in hybrid form)
Movement: Short
Modifications: Speed defense as level 4 due to large size in hybrid form
Combat: A werebasilisk in hybrid form attacks twice each round with claws or greatsword. In human form, they attack twice with their greatsword.
Every few rounds, a werebasilisk (in their hybrid form) can target a creature within short range that can see them with a petrifying stare. On a failed Might defense task, the target partially turns to stone. The half-petrified victim can't move from their spot and all their physical tasks are hindered. A victim who succeeds at a second Might defense task on their next turn ends the effect. On a failure, the victim is petrified until freed by powerful magic.
A werebasilisk that's learned to control their condition can use their action to magically change their shape from a humanoid creature to a hybrid monster. Their statistics—other than size, Speed defense, and Armor—are the same in each form. The werebasilisk's equipment isn't transformed.
In hybrid form, a werebasilisk regains 1 point of health each round, unless they took damage from a silvered weapon or radiant energy in the last few minutes. If they die in hybrid form, the corpse resumes its humanoid shape.
Interaction: As with other lycanthropes, individual werebasilisks vary. Kind-hearted ones, horrified by what happens to them during the dark of the moon, live alone, seeking to leave their home plane of existence entirely. But evil werebasilisks revel in their capacity to transform. They are eager to learn the trick of change so they can remain in their hybrid form as long as possible, spreading terror and leaving a wake of petrified, half.eaten victims.
Use: A terrible storm on a strange plane forces explorers to take shelter in a cave. Evidence of habitation by a lone hermit is discovered. Then, between the sounds of the roaring storm, the characters hear the roar of something far more fell, terrifying, and alive echo from the cave's entrance.
Ghoul (undead): level 2; claw attack inflicts a minor wound (3 points) and, on failed Might defense task, the target is stunned for up to one minute or until they succeed on a defense task
GM Intrusion: A character freed from potential (or actual) petrification must succeed on a Might defense task or be cursed with werebasilisk lycanthropy, which they can't control. Magic able to remove curses could potentially free the character.