Scylla of the Infernal End (3.5e Creature)

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Scylla of the Infernal End[edit]

Scylla of the Infernal End

CR 20

NE G Arachnid Dragon
Init/Senses +5/Listen +28, Spot +28
AC 44, touch 11, flat-footed 39
hp 640(880 Max) (40d12 HD)
Immune Fire, Acid, Cold(resist 30), Hellfire
Fort/Ref/Will 50/50/50
Speed 50ft, 200ft(Flying, Clumsy), 50ft(Swimming)
Melee See below
Space/Reach 5 ft./25ft by 45ft
Base Atk/Grp 34/66
Abilities Str 40, Dex 20, Con 30, Int 16, Wis 20, Cha 18
SQ Poison, Toxic Web, Breath Weapon, Water/Lava Breathing, Frightful Presence(DC 34 Will), Blindesense (120ft)
Feats Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack, Snatch, Weapon Focus (claw), Weapon Focus (bite), Weapon Focus (Pincers), Wingover, Quicken Spell-Like Ability, Snatch
Skills Listen +28, Search +26, Spot +28, Concentration +33, Diplomacy+27, Escape Artist +28, Intimidate +23, Knowledge (Arcana) +26, Knowledge (Geography) +26, Knowledge (Nature) +26, Knowledge (Planes) +26, Knowledge (Psionics) +26, Knowledge (Religion) +26, Sense Motive +28, and Use Magic Device +27
Advancement
Toxic Web Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Once Trapped in this web a creature needs to make a Fort save DC 28 save or take 2d8 Strength damage. To escape one needs an escape artist check of a DC 30, and to break it needs to overcome a DC 35 and deal 20 points of damage total.

Web-spinners often create sheets of sticky webbing from 5 to 100 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

This Creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Extreme Heat Aura (120ft) This Being exudes an extreme heat of 250 degree heat just by existing. Any creature not immune to heat damage needs to take 1d6 damage and make a DC 15 (+1 per previous check) every 18 seconds or take 1d4 non-lethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.

Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

Breath Weapon-Swarm Spawn This breath Attack will spawn anywhere between 8-20 swarms of spiders(12,000-30,000 Diminutive spiders) as the creature with the exception they have the same immunities as Scylla, half of its BAB, and its poison save is 20 and does 1d3 wisdom damage. This breath attack will spawn in 4d4+4 swarms per use and may be used every 1d3 rounds.
Bite (4d6+22): Bite attacks deal the listed damage plus the dragon’s Strength bonus. The dragon also can use its bite to snatch opponents (see the descriptions of feats below). Bite attacks use the full attack bonus.
Claw (2 claws 2d8+7): Claw attacks deal the listed damage plus half the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents (see the descriptions of feats below). Claw attacks are at -5 to the attack bonus.
Wing (2 wings 2d6+7): The dragon can slam opponents with its wings, even when flying. Wing attacks deal the listed damage plus half the dragon’s Strength bonus (round down) and are at -5 to the attack bonus.
Tail Slap (2d8+22): The dragon can slap one opponent each round with its tail. A tail slap deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down) and is at -5 to the attack bonus.
Crush (4d6+22): A flying or jumping dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body (see Table: Dragon Face and Reach above). Creatures in the affected area must succeed at a Reflex save against a DC 40, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don’t escape. All Creatures on the ground within 30ft must make a DC 25 reflex or be knocked Prone.

A crush attack deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down).

Tail Sweep (2d6+22): A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half circle with a diameter of 30 feet, centered on the dragon’s rear. A Colossal dragon’s tail sweep has a 40-foot radius. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage, against a DC 40.
Grappling: Dragons do not favor grapple attacks, though their crush attack and Snatch feat (see the descriptions of feats) use normal grapple rules.

If grappled by a creature the same size or larger, a dragon can return the attack with its bite and all four legs (the rear legs deal claw damage). If snatched or crushed by a larger dragon, a dragon can respond only with grapple attacks to try winning free, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep.

The dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.

Poison Injury type poison; Fort DC 35; Initial and Secondary damage: 2d8 Intelligence.

Strategies and Tactics[edit]

Sample Encounters[edit]

Ecology[edit]

Environment:

Typical Physical Characteristics:

Alignment:

Lore[edit]

Society[edit]

Sample Lair[edit]

Typical Treasure[edit]


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