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.
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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.
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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.