Scylla
Level 16Attacks
Abilities
60 feet. DC 37 will A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.
Frequency once per hour Effect The scylla calls their companion charybdis, which appears within 60 feet as a churning whirlpool of water and teeth that fills a 15-foot burst. Creatures in the area when it forms or who end their turn there take 4d12 bludgeoning damage and must attempt a DC 38 reflex saving throw. In a significant body of water, the charybdis is stronger, increasing the damage to 5d12 bludgeoning. The charybdis remains for 10 minutes. The scylla can Dismiss this effect. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature take
(2d10+5) bludgeoning, DC 38 fortitude The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Requirements The scylla has a creature Grabbed or Restrained, and there's an active charybdis within 30 feet
The scylla attempts an Athletics check against the required creature's Fortitude DC. If they succeed, that creature is thrown into a free space in the charybdis, immediately taking the effects of a failed save against it. On a critical success, the creature takes the effects of a critically failed save instead.
The scylla lets out an ear-piercing screech in a 30-foot emanation, dealing 4d10 mental damage and 4d10 sonic damage. Each creature in the area must attempt a DC 36 will save. The scylla can't use Tortured Screech again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is Stunned 2. Critical Failure The creature double damage and is Stunned 3.
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Description
As feared as they are elusive, scyllas use illusions and mental abilities to lure ships to their doom. These intelligent, nightmarish aberrations take the form of beautiful humanoids with canine heads lining their waists and writhing tentacles for legs. They lurk along major shipping lanes, on the sharp rocks, or in the murky depths of narrow sea passages as they wait patiently for their next catch.