Scylla (5e Creature)
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Huge fiend (demon), chaotic evil
Saving Throws Dex +16, Con +15, Wis +10, Cha +14
Innate Spellcasting. Scylla’s spellcasting abillity Charisma (spell save DC 23). Scylla can innately cast the following spells.
Legendary Resistance (3/Day). If Scylla fails a saving throw, she can choose to succeed instead.
Magic Weapons. Scylla’s weapon attacks are magical.
Multiattack. Scylla makes four bite attacks, or two bite attacks and two claw attacks. She may substitute two of the bite/claw attacks for one tail attack but can’t use the bite/claw and tail against the same target.
Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 20 (4d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage.
Gaze. Scylla turns her magical gaze toward one creature that she can see within 120 feet of her. That target must succeed on a DC 20 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed the save. If the target does so, it can’t see Scylla until the start of her next turn. If the target looks at her in the meantime, the target suffers one of the following effects of Scylla’s choice or at random:
Scylla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Scylla regains spent legendary actions at the start of her turn.
Bite. Scylla makes one bite attack.
The Lady of the Shallows, Daughter of Demogorgon, Scylla is a vile, slithering creature who was only one, single wise: to supplant her father, Demogorgon, as the Prince of Demons. She is as cunning and deceptive as Aamuel, the left head of Demogorgon, and is constantly scheming of how to take down him and her twin brother, Charybdis.
Scylla is a monstrous creature with the upper body of a woman, whose forehead has a second pair of eyes, and her lower body is a long, merrow-like tail. Her entire body is slick and smooth, completely covered in ichthyic scales, and her waist is lined with four tendrils, each ending in the head of a voracious, snarling dog. She has her father’s magic gaze, but she only possesses a fraction of the power he wields, though she is not to be underestimated.
Scylla’s cult consists mostly of cruel creatures that lurk in the shallows, such as merrow which comprise most of her cultists. Her human cultists are often promised pieces of her power in exchange for their loyalty, often committing acts of subterfuge and havoc in coastal areas across the material plane. Instead of her power, however, more often these souls are morphed into sea spawns , beholden to her will for the rest of their miserable lives.
Just as the heads of Demogorgon despise each other, so too do Scylla and Charybdis have a desire to destroy the other. And, just as Aamuel and Hethradiah are locked on together on the shoulders of Demogorgon, the two children of Demogorgon are forced to dwell on the same Abyssal plane, with each making the situation as uncomfortable as possible for the other.
Scylla’s home lair is her abode carved into the cliffside of Messina. It is merely a large room, littered with shed scales and bones of tortured victims, who died screaming from insanity. The walls on her side of the canyon are riddled with claw marks from her constant climbing along the outcroppings. In particular, Scylla has a favored rock that she enjoys as her designated lookout post, so she can look down upon the realm, as well as into the Gaping Maw, and plot.
On initiative count 20 (losing initiative ties), Scylla takes a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a row:
The region containing Scylla’s lair is warped by her magic, creating one or more of the following effects:
If Scylla dies, these effects fade over the course of 1d10 days.
Madness of Scylla
If a creature goes mad in Scylla's lair or within line of sight of the demon lord, roll on the Madness of Scylla table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
- Volo's Guide to Monsters pp.186