ScyllaCreature 16
Source Pathfinder Lost Omens High Seas
Perception +30 (greater darkvision)
Languages Aklo, Common, Empyrean, Thalassic
Skills Lore +30, Athletics +28, Deception +30, Intimidation +30, Nature +27, Stealth +30
Str +5, Dex +9, Con +5, Int +4, Wis +3, Cha +6
AC 39; Fort +26; Reflex +32; Will +28;
HP 295
Speed 20 feet (swim 60 feet)
Immunities cold, emotion
Resistances Fire 15
Tentacle
+30 (+25, +20) to hit (finesse, reach 20, unarmed) 3d10+15 BludgeoningWolf Jaws
+30 (+26, +22) to hit (agile, finesse, unarmed) 3d8+15 PiercingFrightful Presence (aura, emotion, fear, mental)
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.
Churning Charybdis
(concentrate, manipulate, occult, summon, water)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 takes full damage and is Grabbed by the charybdis ([/act escape dc=38]).
Critical Failure As a failure, but the creature takes double damage and is Restrained instead.
Constrict
(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.
Hurl and Whirl
(attack)Requirements The scylla has a creature Grabbed or Restrained, and there's an active charybdis within 30 feet
Effect 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.
Tortured Screech
(auditory, incapacitation, mental, occult, sonic)Effect The scylla lets out an ear-piercing screech in a 30-foot emanation, dealing 4d10[mental],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.
Improved Grab
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 [/act 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.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Occult Innate Spells (DC 36, +28 to hit)
1st Level: Illusory Object (At Will)
2nd Level: Mist (At Will), See the Unseen (Constant)
3rd Level: Veil of Privacy (Constant)
5th Level: Control Water (At Will), Illusory Scene, Slither, Truespeech
6th Level: Dominate
Rituals
Control Weather (Doesn't Require a Secondary Caster)
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.