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| Khalarak Ironclaw09-18-05, 04:34 PM | Scylla, the Scaly Scourge CR 33 Advanced Six-Headed Half-Fiend Axiomatic Scyllan LE Gargantuan Outsider (Aquatic, Evil*, Extraplanar, Lawful*) Init: +11; Senses: Darkvision 90 ft., Spot +61, Listen +61 Aura: Frightful Noise (DC 35) --- AC: 41, touch 13, flat-footed 36 HP: 945 (42 HD) DR 10/magic and silver Resist: Acid 10, Cold 10, Electricity 10, Fire 10, Sonic 10 SR: 35 Immune: Poison Fort: +41; Ref: +30; Will: +29 --- Speed: Swim 70 ft. Melee: 4 tentacles +54 (2d6+21) and 2 claws +53 (3d6+10) Space: 20 ft.; Reach: 20 ft. (40 ft. with tentacle) Base Attack: +42; Grp: +75 Atk Options: Improved Grab (tentacle), Constrict 2d6+21, Swallow Whole (3d8+31 plus 3d6 acid), Smite Chaos +20, Smite Good+20 Spell-Like Abilities: (CL 42)3/day--darkness, poison(+53 touch, DC 16), unholy aura(DC 20); 1/hour--control water; 1/day--blasphemy, contagion(+53 touch, DC15), desecrate, destruction(+53 touch, DC 19), horrid wilting(+53 touch, DC 21), summon monster IX(fiends only), unholy blight(DC 16) --- Abilities: Str 52, Dex 25, Con 47, Int 12, Wis 23, Cha 14 Special Qualities: Linked Minds, Six Heads Feats: Ability Focus(Frightful Noise), Combat Reflexes(B), Dodge, Fling Enemy, Flying Fish Leap, Greater Multigrab, Improved Initiative(B), Improved Natural Attack(Claw), Improved Multiattack(B), Multigrab, Rapid Swimming, Sahuagin Flip, Swim-by Attack, Weapon Focus(Tentacle) Skills: Climb +46, Concentration +48, Hide +25, Intimidate +37, Jump +46, Knowledge(Arcana) +41, Knowledge(The Planes) +36, Listen +61, Search +41, Sense Motive +51, Spot +61, Survival +41 (+43 on other planes)(+43 following tracks), Swim +49 --- Constrict (Ex): Scylla deals 2d6+21 points of damage with a successful grapple check made with a claw. Frightful Noise (Su): Scylla produces a wailing sound by blowing air through the comblike growths on her head. This horrible racket is unsettling to nearby creatures. Scylla activates her frightful noise as a move action and can end it anytime as a free action. Creatures within 100 feet of Scylla are subject to the effect if they have 41 or fewer HD. A potentially affected creature who succeeds on a DC 35 Will save is immune to Scylla's frightful noise for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Scyllans are unaffected by Scylla's frightful noise, and she is unaffected by theirs. Frightful noise is a sonic, mind-affecting compulsion. The save DC is Charisma-based and includes a +2 bonus for the Ability Focus feat. Improved Grab (Ex): To use this ability, Scylla must hit with a tentacle attack. She can then attempt to start a grapple as a free action without provoking attacks of opportunity. If she wins the grapple check, she establishes a hold and can transfer the grabbed creature to a claw as a free action or attempt to swallow it whole. Scylla can constrict creatures transferred to her claws. She can also choose to use her tentacles to hold up to four creatures (one in each tentacle) at no penalty on her grapple check, thanks to her Improved Multigrab feat. Linked Minds (Ex): Scylla is in constant communication with all scyllans within 300 feet of her. If one of their number is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No scyllan (including Scylla) in the group is considered flat-footed unless all of them are. Swallow Whole (Ex): Scylla can try to swallow a grabbed opponent by making a successful grapple check. Once inside, the opponent takes 3d8+31 points of crushing damage plus 3d6 points of acid damage per round. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal 25 points of slashing damage to the maw (AC 17). Once a creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Scylla's maw holds 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents. Skills: Scylla has a +10 racial bonus on Spot and Listen checks thanks to her six heads. Scylla has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. A leviathan horror erupts from the frothing water in a maelstrom of lashing tentacles and gaping jaws. Its six heads glower grotesquely at you,and the two clawed humanoid arms sprouting from beneath them twitch and flex with rage and hatred. Its lower body is a nightmare of writhing tentrils, four of which are thick and heavy while the rest are slender and vinelike. This titanic arch-devil holds her court in the churning waters near the whirlpool Charybdis in the frozen seas of Stygia. The monstrous scyllans are her children, and they worship her as a goddess. While not nearly as intelligent or charismatic and many of her fiendish peers, Scylla manages to hold onto her power through sheer physical might (and the tenuous favor of Asmodeus). Her seat of power is also exceedingly difficult for other arch-fiends to attack; even if a diabolic army could penetrate into the icy blackness of the Stygian seas, Charybdis and schools of hungry scyllans would likely finish them off in short order. Scylla is an ally of the devil shark Sekolah and the Hag Countess, and a foe of the fiery Mephistopheles. Note: Scylla has several feats from Savage Species and Stormwrack. I'll post these feats soon for those of you without these books. *Because scyllans are already lawful evil outsiders, I ruled that adding the half-fiend and axiomatic templates would grant them the Evil an Lawful subtypes, respectively. |