Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
Well in Scylla V.2 I tried to put more of an emphasis about how she can sorta do magic and she can learn spells on the fly, so I think I kinda want to keep that part. (And speaking of necromancy damaging 6th level spell, she does already have harm so I could bring that over to V.3)
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
Well in Scylla V.2 I tried to put more of an emphasis about how she can sorta do magic and she can learn spells on the fly, so I think I kinda want to keep that part. (And speaking of necromancy damaging 6th level spell, she does already have harm so I could bring that over to V.3)
okay- I think you have it figured out now- you just probably need some sort of summoning spell
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
Well in Scylla V.2 I tried to put more of an emphasis about how she can sorta do magic and she can learn spells on the fly, so I think I kinda want to keep that part. (And speaking of necromancy damaging 6th level spell, she does already have harm so I could bring that over to V.3)
okay- I think you have it figured out now- you just probably need some sort of summoning spell
I don’t know if that would exactly fit Scylla… but what spell do you think I should do?
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied. In addition, for 24 hours she can accurately mimic that creature saying any basic one syllable word such as “hello,” or, “yes.” As per the Mimicry trait.
I’m a Monster!
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Mimicry
Scylla can perfectly imitate any sounds or words she has heard within the last twenty four hours. A creature hearing them can make a DC 20 wisdom (insight) check to discern if the sounds are real or not. Scylla has also memorized certain sounds and common words, such as a baby crying, the crackling of fire, and a Little girl yelling, “I’m a monster!”
Innate Spellcasting
Scylla’s innate spellcasting ability is intelligence (spell save DC 20, +10 to hit with spell attacks) and she can cast the following spells, requiring no material components.
at will: Magic Missile, Hunter’s mark, Pass without Trace
1/day: Harm, any spell she learned using the learn spell reaction.
Deadly Precision
any attack Scylla makes against a creature that hasn’t taken a turn in combat yet is automatically a critical hit.
Amphibious
Scylla can breathe both air and water.
Actions
Multiattack.
Scylla makes two bite attacks. She then uses either Sic’em or Sentinel.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 30 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
Reactions
learn spell
when Scylla sees another creature cast a spell, she can memorize the spell, adding it to her list of one day use spells. Once she casts the spell, she forgets it.
legendary actions
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 its turn.
bite
Scylla makes a bite attack.
Fetch!
Scylla rushes in a direction of her choice, moving up to half of her speed, not provoking opportunity attacks. Any creature within ten feet of her must make a DC 23 dexterity saving throw or fall prone.
Taunting Laughter (costs 2 actions)
Scylla laughs maniacally at one creature within 30 feet of her, angering and frightening them. That creature must make a DC 20 wisdom saving throw or become enraged and determined to fight and Kill Scylla, ignoring all other dangers. A creature that fails this Saving throw by 5 or more is instead Frightened of Scylla.
some philosophers believe that evil does not exist, and that “Evil,” is simply a moral view differing from your own. Those Philosophers are wrong, for Evil does lurk right beneath the waves…
Ancient poems warn of a narrow channel of water so treacherous that death touches all who approach. Sailors must choose to risk their ship, traveling close to the monstrous whirlpool Charybdis, or instead hug the rocky shoals where dwells a creature some say is made from the nightmares of all men.
Scylla, they call her, Horror of the Sea. No ship that dares sail in her waters goes unscathed. Those that cling to survival whisper panicked tales of enormous black tentacles tipped with slavering hound heads ravaging whole ships to splinters with pitiless precision. Though it's her laughter, they say, that's most horrible; child-like, delighting in blood soaked murder as men are dragged into the dark abyss.
Poets have tried to romanticize this beast, to provide some humanity to her monstrosity. They write she was once a beautiful Naiad, wronged by a jealous priestess and transformed. Yet the old poems say she was born this way, beget by gods full of jealousy and loathing; dropped into the sea to terrorize mankind.
Would that she had remained in the sea, but the nightmare has come ashore. Dragged by dog-headed tentacles she roams our streets, plucks us from our beds, and fills the night with disturbing laughter. Scylla has come, and not even the gods can help us.
I think she should have lower stats and when she uses 'I'm a monster' she turns into another form, she gains a different statblock
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
Well in Scylla V.2 I tried to put more of an emphasis about how she can sorta do magic and she can learn spells on the fly, so I think I kinda want to keep that part. (And speaking of necromancy damaging 6th level spell, she does already have harm so I could bring that over to V.3)
okay- I think you have it figured out now- you just probably need some sort of summoning spell
I don’t know if that would exactly fit Scylla… but what spell do you think I should do?
Hello! Which one? There’s a lot of gods of fear and hunger.
also what do you think of the New Scylla statblock? I tried to make it a bit more interesting and unique, and now it’s more of a sort of deadly assassin type thing.
Hello! Which one? There’s a lot of gods of fear and hunger.
also what do you think of the New Scylla statblock? I tried to make it a bit more interesting and unique, and now it’s more of a sort of deadly assassin type thing.
I mean the titular God of Fear and Hunger from the game Fear and Hunger. She was a little girl who knew nothing but misery and suffering, the absolute worst of humanity. She was always 3/4 god, which is how she survived the dungeons for so long. She had no powers beyond luck and perseverance until she was brought to the Heart of Darkness inside of the God of Vermin's body. She is now effectively the ruling deity of the pantheon due to no one wanting to mess with her and the other gods slowly backing away. She understands the suffering of humanity, and forces people to deal with their problems instead of just coping with them, even if it means she has to make the problem worse for them to acknowledge it. She is also a god of progress, and brought about the Cruel Age (think WW1 if it started in the middle ages and ended around the same time).
I like it! I like the concept of being a sort of "jumpscare" boss.
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Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Hello! Which one? There’s a lot of gods of fear and hunger.
also what do you think of the New Scylla statblock? I tried to make it a bit more interesting and unique, and now it’s more of a sort of deadly assassin type thing.
I mean the titular God of Fear and Hunger from the game Fear and Hunger. She was a little girl who knew nothing but misery and suffering, the absolute worst of humanity. She was always 3/4 god, which is how she survived the dungeons for so long. She had no powers beyond luck and perseverance until she was brought to the Heart of Darkness inside of the God of Vermin's body. She is now effectively the ruling deity of the pantheon due to no one wanting to mess with her and the other gods slowly backing away. She understands the suffering of humanity, and forces people to deal with their problems instead of just coping with them, even if it means she has to make the problem worse for them to acknowledge it. She is also a god of progress, and brought about the Cruel Age (think WW1 if it started in the middle ages and ended around the same time).
I like it! I like the concept of being a sort of "jumpscare" boss.
Darn it I missed the opportunity to name the Deadly precision ability, “Peek-a-boo,” or something. I did have lots of fun with the names for abilities, especially the movement legendary action “Fetch!”
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Happy Easter everyone. Even if y'all don't celebrate, a holiday that involves candy is awesome.
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
happy easter!
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
That could work, but then what abilities would she have in her humanoid form? There needs to be a difference other than just stats to warrant two different statblocks.
and for stats, considering I’m using one statblock for all of Scylla’s abilities, she actually has overall much lower stats than another powerful creature of her CR, the ancient red dragon.
she would lose her abilities lower her stats (except wis and int (and only lower Cha by a bit) and gain a weapon
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
hmmm maybe, but that would make it pretty easy to sneak up on her when she is in her human disguise and kill her then (assuming we would lower her health as well) and I don’t think there would be very many reasons for her to fight in her humanoid form unless she was like in an enclosed space or something, but she can burrow.
can she burrow through metal? if not, that would make an awesome campaign about trying to trap her- and yes, in the humanoid form, she probably would have lower health
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
What if when she dropped to 0 health in the humanoid form she instantly transforms into the monstrous one? And also yes, she cannot burrow through metal or pure hard rock. (Worked stone and brick is probably a different story, but unless specified no creature with a burrowing speed can burrow through hard materials)
okay, the wildshape style humanoid form is good
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
Alright, now what weapon should she wield… well in the first Scylla statblock iteration she could fire bolts of magic (which were replaced with magic missile in V.2) so maybe something like that instead of a weapon?
uhhh- I mean in her humanoid form she might grow something like an axe- but if she gains magic, then probably some necromancy damaging 2-6th level spell
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
Well in Scylla V.2 I tried to put more of an emphasis about how she can sorta do magic and she can learn spells on the fly, so I think I kinda want to keep that part. (And speaking of necromancy damaging 6th level spell, she does already have harm so I could bring that over to V.3)
okay- I think you have it figured out now- you just probably need some sort of summoning spell
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
I don’t know if that would exactly fit Scylla… but what spell do you think I should do?
This is a lot. SO I'll just say this. I like monsters
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
conjure undead or smth like that
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
The God of Fear and Hunger should be in Smite.
It'd be a hell of a crossover.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Maybe Danse Macabre.
Hello! Which one? There’s a lot of gods of fear and hunger.
also what do you think of the New Scylla statblock? I tried to make it a bit more interesting and unique, and now it’s more of a sort of deadly assassin type thing.
I mean the titular God of Fear and Hunger from the game Fear and Hunger. She was a little girl who knew nothing but misery and suffering, the absolute worst of humanity. She was always 3/4 god, which is how she survived the dungeons for so long. She had no powers beyond luck and perseverance until she was brought to the Heart of Darkness inside of the God of Vermin's body. She is now effectively the ruling deity of the pantheon due to no one wanting to mess with her and the other gods slowly backing away. She understands the suffering of humanity, and forces people to deal with their problems instead of just coping with them, even if it means she has to make the problem worse for them to acknowledge it. She is also a god of progress, and brought about the Cruel Age (think WW1 if it started in the middle ages and ended around the same time).
I like it! I like the concept of being a sort of "jumpscare" boss.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Darn it I missed the opportunity to name the Deadly precision ability, “Peek-a-boo,” or something. I did have lots of fun with the names for abilities, especially the movement legendary action “Fetch!”