Scylla
This horrifying creature has the upper body of a beautiful woman, but a lower body of snapping wolf heads and writhing tentacles.
This content is from the Paizo Core Rules.
The scylla is one of the more nightmarish aberrations to blight the mortal world. Conflicting tales of her origins abound, from demonic flesh-crafting and arcane experiments to a divine curse handed down by a vengeful deity. The most popular stories cast the first scylla as the monstrous spawn of a union between a mortal and a god. Whatever the case, scyllas are fortunately quite rare, enough so that many consider them nothing more than tall tales told by sailors deep in their cups.
Scyllas dwell along major shipping lanes, often near coastlines, where they use their spell-like abilities to lure entire ships to their doom. The hideous monsters are intelligent creatures, though half-mad with hunger and self-loathing. They normally do not use weapons, but when they do, they prefer to fight with light weapons wielded by their human-sized upper arms. However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices.
Scylla CR 16 |
XP 76,800 CE Huge aberration (aquatic) Init +11; Senses all-around vision, Blindsight 30 ft., Darkvision 60 ft., Low-Light Vision, see invisibility; Perception +29 Aura frightful presence (30 ft., DC 26) |
DEFENSE |
AC 30, touch 20, flat-footed 18. (+11 Dexterity, +1 Dodge, +10 natural, 2 size)hp 250 (20d8+160); fast healing 10 Fort +14, Ref +17, Will +18 Defensive Abilities freedom of movement, improved evasion; DR 10/cold iron and lawful; Immune cold, charm effects, confusion and insanity effects; Resist acid 20, fire 20; SR 27 |
OFFENSE |
Speed 30 ft., Fly 60 ft. (good), Swim 50 ft. Melee 4 bites +25 (1d8+8/19-20 plus bleed), 4 tentacles +23 (1d6+4 plus grab) Space 15 ft.; Reach 15 ft. Special Attacks bleed (1d6), constrict (1d6+8) Spell-Like Abilities (CL 16th; Concentration +22) Constant- fly, freedom of movement, nondetection, see invisibility At will- acid arrow, control water, fog cloud, greater dispel magic, major image (DC 19) 3/day- black tentacles, charm monster (DC 20), insanity (DC 23), mirage arcana (DC 21), solid fog 1/day- control weather, power word stun, project image (DC 23), summon (level 8, 1 charybdis) |
STATISTICS |
Strength 27, Dexterity 32, Constitution 27, Intelligence 20, Wisdom 23, Charisma 22 Base Atk +15; CMB +25 (+29 grapple); CMD 47 (cant be tripped) Feats Combat Reflexes, Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Vital Strike, Weapon Finesse, Weapon Focus (bite), Weapon Focus (tentacles) Skills Acrobatics +34, Bluff +26, Fly +38, Knowledge (nature) +28, Perception +29, Sense Motive +26, Stealth +26, Swim +39, Use Magic Device +26 Languages Abyssal, Aquan, Common SQ amphibious, change shape (1 humanoid form, alter self), undersized weapons |
ECOLOGY |
Environment any water Organization solitary Treasure triple |
Section 15: Copyright Notice – Bestiary 2Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. |