Library / Bestiary

Scylla

CR 16.00 Aberration CE Huge HD 20
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. 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.

HP
250 (20d8+160); fast healing 10
AC
30, touch 20, flat-footed 18 (+11 Dex, +1 dodge, +10 natural, -2 size)
Init
+11
Speed
30 ft., swim 50 ft.
Fort
+14
Ref
+17
Will
+18
BAB
+15
CMB
+25 (+29 grapple)
CMD
47 (can't be tripped)
Melee
4 bites +25 (1d8+8/19-20 plus bleed), 4 tentacles +23 (1d6+4 plus grab)
Space
15 ft.
Reach
15 ft.
DR
10/cold iron and lawful
SR
27
Defensive Abilities
freedom of movement, improved evasion
Aura
frightful presence (30 ft., DC 26)
str
27
+8
dex
32
+11
con
27
+8
int
20
+5
wis
23
+6
cha
22
+6

bleed (1d6)

constrict (1d6+8)

amphibious

change shape (1 humanoid form, alter self)

undersized weapons

Universal Monster Rules

Grab
Grab (tentacles) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d6+8) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Bleed (1d6) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Change Shape (1 humanoid form, alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Undersized Weapons Ex from Universal Monster Rule
The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.

Special Abilities

Freedom Of Movement from text
Improved Evasion from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (tentacles) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Weapon Focus (tentacles) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +34, Bluff +26, Knowledge (nature) +25, Intimidate +29, Perception +29, Sense Motive +26, Stealth +26, Swim +39, Use Magic Device +26

spell-like abilities:
Constant—Freedom Of Movement (DC 20), Constant—Nondetection (DC 19), Constant—See Invisibility, At will—Acid Arrow, At will—Control Water, At will—Fog Cloud, At will—Dispel Magic, Greater, At will—Major Image, 3/day—Black Tentacles, 3/day—Charm Monster, 3/day—Insanity (DC 23), 3/day—Mirage Arcana, 3/day—Solid Fog, 1/day—Control Weather, 1/day—Power Word Stun, 1/day—Project Image (DC 23)
Details
Type
Aberration
Alignment
CE
Size
Huge
Environment
any water
Organization
solitary
Treasure
triple
Senses
all-around vision, blindsight 30 ft., darkvision 60 ft., low-light vision, see invisibility; Perception +29
Aura
frightful presence (30 ft., DC 26)
Languages
Abyssal, Aquan, Common
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
25 House/Core 1 Recognized publisher
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Nondetection (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Arrow (Spell) — core content under OGL 1.0a
  • Knows spell: Control Water (Spell) — core content under OGL 1.0a
  • Knows spell: Fog Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Major Image (Spell) — core content under OGL 1.0a
  • Knows spell: Black Tentacles (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Insanity (Spell) — core content under OGL 1.0a
  • Knows spell: Mirage Arcana (Spell) — core content under OGL 1.0a
  • Knows spell: Solid Fog (Spell) — core content under OGL 1.0a
  • Knows spell: Control Weather (Spell) — core content under OGL 1.0a
  • Knows spell: Power Word Stun (Spell) — core content under OGL 1.0a
  • Knows spell: Project Image (Spell) — core content under OGL 1.0a
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