|Füssli, Johann Heinrich Title: Odysseus in front of Scylla and Charybdis|
Scylla with Charybdis live on either side of a narrow channel of water. The two sides of the strait are within an arrow's range of each other, so close that sailors attempting to avoid Charybdis will pass too close to Scylla and vice versa. Scylla is a horribly grotesque sea monster, with six long necks equipped with grisly heads, each of which contained three rows of sharp teeth. Her body consisted of twelve canine legs and a fish's tail. She was one of the children of Phorcys and Hecate.
Scylla was once a beautiful nymph. The sea-god Glaucus fell madly in love with her, but she fled from him onto the land where he could not follow. Despair filled his heart. He went to the sorceress Circe to ask for a love potion to melt Scylla's heart. As he told his tale of love to Circe, she herself fell in love with him. She wooed him with her sweetest words Glaucus and looks, but the sea-god would have none of her. Circe was furiously angry, but with Scylla and not with Glaucus. She prepared a vial of very powerful poison and poured it in the pool where Scylla bathed. As soon as the nymph entered the water she was transformed into a frightful monster with twelve feet and six heads, each with three rows of teeth. She stood there in utter misery, unable to move, loathing and destroying everything that came into her reach, a peril to all sailors who passed near her. Whenever a ship passed, each of her heads would seize one of the crew.
Odysseus was given advice by Circe to sail closer to Scylla, for Charybdis could drown his whole ship. Odysseus then successfully sailed his ship past Scylla and Charybdis, but Scylla caught six of his men, devouring them alive.
Heracles encountered Scylla during a journey to Sicily and slew her. Her father, the sea-god Phorcys, then applied flaming torches to her body and restored her to life.
Originally Posted by
Kain Darkwind of the Dicefreaks d20 Community.
On this Thread
"Her legs - and there are twelve - are like great tentacles, unjointed; and upon her serpent necks are borne six heads like nightmares of ferocity" - Homer, The Odyssey.
Scylla is a huge, terrible beast. Six scaly necks end in wolf-like heads, and suckered tentacles curl from its swollen body.
It lives in a cave in a high rock, across the strait from Charybdis, a monster even more horrible Scylla
|Colossal outsider (Aquatic, Evil, Lawful)|
|Hit Dice||48d8 + 672 (1,056 hp)|
|Speed||Swim 100 ft.|
|Armor Class||42 (+8 Dexterity, +6 insight, +26 natural, -8 size), touch 16, flat-footed 28|
|Attack||2 tentacles +60 melee (3d6 + 20)|
|Full Attack||6 tentacles +60 melee (3d6 + 20) and 2 claws +58/+53 melee (4d6 + 10)|
|Space/Reach||40 ft. /40 ft. (80 ft. with tentacle)|
|Special Attacks||Constrict, frightful noise, improved grab, spell-like abilities, swallow whole|
|Special Qualities||Damage reduction 25/good and silver, Darkvision, immune to cold and poison, regeneration 10, resistance to acid 20 and fire 20, Spell Resistance 43, telepathy 500 ft.|
|Saves||Fort +40, Ref +34, Will +38|
|Abilities||Strength 51, Dexterity 27, Constitution 39, Intelligence 20, Wisdom 23, Charisma 28|
|Skills||Bluff +60, Climb +71, Escape Artist +59, Hide +51, Intimidate +66, Knowledge (nature) +56, Listen +57, Move Silently +59, Search +56, Sense Motive +57, Spot +57, Survival +57, Swim +79|
|Feats||Awesome Blow, Combat Reflexes, Fling, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Rapid Strike (claw), Swim-by Attack|
|Epic Feats||Epic Will, Improved Combat Reflexes, Legendary Wrestler, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver), Superior Initiative|
Constrict (Ex): Scylla deals 3d6 + 20 points of damage with a successful grapple check with a tentacle or claw.
Frightful Noise (Su): All creatures within 900 feet of Scylla must make a Will save (DC 43). Creatures with 20 HD or less who fail are panicked for 2d6 minutes after they can no longer hear the sound. Creatures with 21 HD or greater who fail are scared for 2d6 rounds after they can no longer hear the sound. Creatures who succeed on their saves are merely shaken for 1 round and can not be affected by Scylla·s frightful noise for 24 hours.
Improved Grab: If Scylla hits with her tentacle attack, she can immediately make a grapple check as a free action. If she wins she establishes a hold.
Spell-like Abilities: At will - blackwater taint, control water, dark tide, elemental swarm (water);
3/day - doom of the Seas, maelstrom, planeshift, greater teleport.
Caster level 48th, DC 19 + spell level.
Swallow Whole (Ex): Scylla can attempt to swallow a grabbed opponent by making a grapple check. Once inside, an opponent takes 4d8 + 20 points of crushing damage plus 4d6 points of acid damage per round. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal 50 points of damage to the maw (AC 27)
(Ex): Scylla takes normal damage from good aligned weapons and spells.
|To Greek Monsters||To Medevil Monsters|
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