Upheaval

Scylla

CR 16, CE Huge Aberration (aquatic)

Senses: Perception 29, All-Around VisionThe creature sees in all directions at once. It cannot be flat-footed unless physically immobilized and is immune to sneak attack or flanking., Blindsight 30Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it., Darkvision 60, Low Light Vision, See invisibilityThe creature can see invisible creatures normally.

Speed: 30 ft., fly 60 ft. (good), swim 50 ft.  Skills: Acrobatics 27, Athletics 24, Deception 26, Insight 26, Stealth 26, Magic Items 26, Nature 25

Languages: Abyssal, Aquan, Common

Ability Scores: Str 27 (+16), Dex 32 (+19), Con 27 (+16), Int 20 (+23), Wis 23 (+24), Cha 22 (+24)

INIT: +11  CP: +15  HP: 250 (20d8+160)  SA: 19  DC: 29

AC: 31  Touch: 21  Flat-footed: 18 [+13 Dodge, +10 Natural, -2 Size]

SR: 29  Vulnerable: --  Resistant: Acid 20, Fire 20, Weapons 10  Bypass: Cold iron, +2 weapon

Immunity: Cold  Effect Immunity: Enchantment Spells, Confusion

QUALITIES

Amphibious (ex) - Even though aquatic, the creature can exist indefinitely on land.

Combat Reflexes (ex) - The Scylla gets a number of reactions equal to its dexterity bonus.

Freedom of Movement (su) - The Scylla moves normally when under the influence of magic that normally would impede movement (stunning, hold person, solid fog, slow, web). The Scylla automatically succeed on grapple checks. They can also move and attack normally while underwater.

Mobility (ex) - All attacks of opportunity made against the Scylla are done at disadvantage.

Power Attack (ex) - A Scylla may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Scylla does one extra point of damage. The Scylla must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Water Breathing (ex) - The creature can breathe under water.

Evasion (ex) - Any time the creature makes a successful Dex save against an attack that normally deals half-damage for success, the creature instead takes no damage.

Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.

Constant Spell-Like Abilities (Sp) - The following spells are always active: Fly, Freedom of Movement, Nondetection, See Invisibility

ACTIONS
Attacks

Vital Strike (ex) - As a standard action, the Scylla can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.

Change Shape (su) - This creature can turn into one humanoid form, as per polymorph level 2.

Alter Self (sp) - This creature can cast Polymoprh as per the level 2 version of the spell.

Frightful Presence (Free)(ex, Mental, Fear) - As a free action, this creature can demonstrate its frightful presence (usually through a roar or other effect). Opponents who witness this gain level 3 fear for 5d6 rounds. Opponents who succeed on a save are immune to this effect for 24 hours. If the target loses sight of the creature, it gets a new save each round.

Spell Like Abilities (1/day)Spell Like Abilities (3/day)Spell Like Abilities (At Will)
DESCRIPTION

Environment: any water

Organization: None

Treasure: triple

This horrifying creature has the upper body of a beautiful woman, but a lower body of snapping wolf heads and writhing tentacles.

The scylla is one of the more nightmarish aberrations to blight the mortal world. Conf licting 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.

Scyllas are thought to be related to hydras, though no proof exists connecting the two. They are found in climates from temperate to warm (they don't like the cold) and prefer to lair in natural underwater caves and caverns, only emerging when hungry. A scylla is a predatory creature, existing on a diet of large fish such as shark, octopus or squid, or unlikely swimmers and sailors. Prey is usually devoured in the same spot it is killed; rarely does a scylla return to its lair with prey except when nursing its young. Scyllas are solitary creatures and even during mating season it is rare to actually encounter more than one of these creatures. The mating ritual lasts but a short time with the male swimming away afterwards, never to return to the lair. Young are born about 6 months later and reach maturity in just under a year. Young scyllas are noncombatants and do not possess the heat ability of adult scyllas. A scylla is gray-blue to dark gray in color with a lighter shaded underbelly. Its fins are gray-blue to dark gray. Its eyes are golden or gray and each mouth is lined with triple rows of whitish-gray teeth. Scyllas can grow to a length of 50 feet. Scyllas attack their foes with vicious bites from their multiple heads. When facing more than one opponent, a scylla uses its heat ability to boil the water surrounding it and burn its foes. Scyllas prefer to attack when it is most advantageous, such as surfacing under a foe. If combat goes against a scylla it dives beneath the waves and swims away. A cornered or hungry scylla, or one defending its lair, always fights to the death.