Scylla

Huge monstrosity, neutral

Armor Class

16 (natural armor)

Hit Points

94 (9d12 + 36)

Speed

10 ft., swim 50 ft.

STR

20 (+5)

DEX

14 (+2)

CON

19 (+4)

INT

10 (+0)

WIS

14 (+2)

CHA

10 (+0)

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 20

Skills

Perception +10, Stealth +6, Survival +6

Languages

Aquan, Common

Challenge

9 (5,000 XP)

Heat. A creature who touches a scylla takes 7 (2d6) fire damage.

Multiple Heads. The scylla has six heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Water Breathing. The scylla can only breathe underwater.

Water Dependency. A scylla can survive on land for 6 hours before suffocating.

Actions

Multiattack. The scylla makes three bite attacks.

Bites. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Superheat Water (Recharge 5–6). The scylla uses one of the following options.

  • Scalding Blast. The scylla releases a line of scalding water that is 60 feet long and 5 feet wide. Creatures in the area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw.

  • Boil Water. The water surrounding a scylla in a radius of 10 feet rises to a boil. All creatures within the area must make a DC 16 Constitution saving throw, taking 24 (7d6) fire damage on a failed saving throw, or half as much damage on a successful one. The area remains at a boil for 1 minute, even if the scylla moves to another space.

huge
monstrosity
cr9
tome-of-horrors