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Scylla

This massive sea monster is about 20 feet long with a rounded lower body, four large fins, a short tail, and six heads, each perched on top of a long snake-like neck.

Scylla CR 10

XP 9,600
N Huge magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +23

DEFENSE

AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 138 (12d10+72)
Fort +14, Ref +10, Will +8
Weaknesses water dependency

OFFENSE

Speed 10 ft., swim 50 ft.
Melee 6 bites +16 (1d8+6/19-20)
Space 15 ft.; Reach 10 ft.
Special Attacks boil water, heat, scalding blast

STATISTICS

Str 23, Dex 14, Con 23, Int 10, Wis 14, Cha 10
Base Atk +12; CMB +20; CMD 32 (can't be tripped)
Feats Improved Critical (bite), Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills Intimidate +19, Perception +23, Swim +19; Racial Modifiers +2 Perception
Languages Aquan, Common

SPECIAL ABILITIES

Boil Water (Ex)

If a scylla uses its heat ability (see below) for 3 consecutive rounds and doesn't move more than 5 feet from its current location, the water surrounding it (in a 10-foot radius and to a depth of 10 feet) begins to rapidly churn and boil. Creatures caught in the boiling water take 3d6 points of fire damage each round they remain in the area. A successful DC 22 Fortitude save reduces the damage by half. Creatures wearing heavy clothing or medium or heavy armor take a -2 penalty on their saving throw. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell. The save DC is Constitution-based.

Once the scylla moves from its location or shuts its heat ability off, the boiling water takes 3 rounds to return to its normal temperature (it still deals full damage during its cooling off period). A scylla is immune to its own boil water ability and to the boil water ability of other scyllas.

Heat (Ex)

A scylla raises the temperature of its body in order to generate intense heat. It does so as a free action. Creatures attacking a scylla unarmed or with natural weapons take 1d6 points of fire damage each time their attacks hit. In addition, a scylla can use its heat ability to boil the surrounding waters.

Scalding Blast (Ex)

A scylla can gulp some of the boiling water surrounding it as a move action. Each head that gulped water can then unleash a line of scalding steam on the scylla's next action to a range of 50 feet. The scylla can target the same or different opponents with each head, if it wishes. Each blast deals 3d6 points of fire

In any round that a head does not gulp water, it can bite.

Water Dependency (Ex)

A scylla can survive on land for a number of hours equal to its Constitution modifier (minimum 1 hour). After that, it begins to drown.

Source
Tome of Horrors Complete
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