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Scylla

This is a painting of Odysseus's boat passing between the six-headed monster Scylia and the whirlpool Charybdis. Scylla has plucked six of Odysseus's men from the boat. The painting is an Italian fresco dating to 1560 C.E. Scylla
This is a painting of Odysseus’s boat passing between the six-headed monster Scylia and the whirlpool Charybdis. Scylla has plucked six of Odysseus’s men from the boat. The painting is an Italian fresco dating to 1560 C.E.

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.

Originally posted on Pathfinder SRD

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 (can’t 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.
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