Você está na página 1de 4

SCYLLA SCYLLA

A SENHORA DAS ÁGUAS RASAS Corruptor Imenso (demônio), caótico e mal


Classe de Armadura: 20 (armadura natural)
A Senhora das Águas Rasas, Filha de Demogorgon, Scylla é uma criatura vil e escorregadia
que era apenas uma: para substituir seu pai, Demogorgon, como o Príncipe dos Demônios. Pontos de Vida: 377 (26d12 + 208)
Ela é tão astuta e enganadora quanto Aamuel, a cabeça esquerda do Demogorgon, e está Deslocamento: 12 m, escalada 7,5 m, natação 15 m.
constantemente planejando como derrubar seu pai.
For Des Con Int Sab Car
Scylla é uma criatura monstruosa com a parte superior do corpo de uma mulher, cuja
22 (+6) 28 (+9) 26 (+8) 20 (+5) 17 (+3) 25 (+7)
testa tem um segundo par de olhos, e a parte inferior do corpo é uma longa cauda
semelhante a um merrow. Seu corpo inteiro é liso e escorregadio, completamente Salvaguardas: Des +16, Con +15, Sab +10, Car +14
coberto por escamas ictíticas, e sua cintura é forrada com quatro gavinhas, cada uma
terminando na cabeça de um cão voraz e rosnador. Ela tem o olhar mágico de seu pai, Perícias: Enganação +14, Intuição +10, Percepção +10
mas ela possui apenas uma fração do poder que ele exerce, embora não deva ser Resistência a Dano: elétrico, gélido, ígneo.
subestimada. Imunidade à Dano: veneno; concussão, cortante e perfurante de armas não-mágicas
O culto de Scylla consiste principalmente de criaturas cruéis que se escondem nas águas Imunidade à Condição: amedrontado, atordoado, caído, enfeitiçado, envenenado, exausto.
rasas, como merrows, que compõem a maioria de seus cultistas. Seus cultistas humanos Sentidos: visão verdadeira 36 metros., Percepção 20
frequentemente recebem promessas de pedaços de seu poder em troca de sua lealdade,
frequentemente cometendo atos de subterfúgio e destruição em áreas costeiras através Idiomas: Todos, telepatia 36 metros.
do Plano Material. Em vez de seu poder, no entanto, mais frequentemente essas almas Challenge 24 (62.000 XP)
são transformadas em crias do mar, em dívida com sua vontade para o resto de suas Innate Spellcasting. Scylla’s spellcasting abillity Charisma (spell save DC 23). Scylla
vidas miseráveis. can innately cast the following spells.
 At will: charm person, detect magic
 3/day each: darkness, dispel magic, dominate person, telekinesis
 1/day: dominate monster, teleport
Resistência Lendária (3/Dia). Se Scylla fracassar num teste de resistência, ela pode
escolher obter sucesso, ao invés disso.
Resistência à Magia. Scylla possui vantagem nos testes de resistência contra magias e
outros efeitos mágicos.
Armas Mágicas. Os ataques com armas de Scylla são mágicos.
Slippery. Scylla has advantage on ability checks and saving throws made to escape a
grapple.
Stone Camouflage. Scylla has advantage on Dexterity (Stealth) checks made in rocky
terrain.

ACTIONS
Multiattack. Scylla makes four bite attacks, or two bite attacks and two claw attacks. she enjoys as her designated lookout post, so she can look down upon the realm, as well
She may substitute two of the bite/claw attacks for one tail attack but can’t use the as into the Gaping Maw, and plot.
bite/claw and tail against the same target.
LAIR ACTIONS
Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 20 (4d6 + 6)
piercing damage. On initiative count 20 (losing initiative ties), Scylla takes a lair action to cause one of the
following magical effects; she can't use the same effect two rounds in a row:
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6)
slashing damage. Pools of water that Scylla can see within 120 feet of it surge outward in a grasping tide.
Any creature on the ground within 20 feet of such a pool must succeed on a DC 15
Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6)
Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
bludgeoning damage and the target must succeed a DC 21 Strength saving throw or be
knocked prone. Magical darkness spreads from a point Scylla chooses within 60 feet of her, filling a 15-
foot-radius sphere until Scylla dismisses it as an action, uses this lair action again, or
Gaze. Scylla turns her magical gaze toward one creature that she can see within 120 feet
dies. The darkness spreads around corners. A creature with darkvision can't see through
of her. That target must succeed on a DC 20 Wisdom saving throw. Unless the target is
this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps
incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed the
with an area of light created by a spell of 2nd level or lower, the spell that created the
save. If the target does so, it can’t see Scylla until the start of her next turn. If the target
light is dispelled.
looks at her in the meantime, the target suffers one of the following effects of Scylla’s
choice or at random: Scylla uses either her Beguiling Gaze or her Insanity Gaze, centered on a pool of water
within her lair, instead of on herself.
1. Beguiling Gaze. The target is stunned until the start of Scylla’s next turn or until
Scylla is no longer within line of sight.
REGIONAL EFFECTS
2. Insanity Gaze. The target suffers the effects of the confusion spell without making
The region containing Scylla’s lair is warped by her magic, creating one or more of the
any saving throws. The effects last until the start of Scylla’s next turn. If Scylla breaks
following effects:
concentration, the effects end.
The area within 6 miles of the lair becomes overpopulated with eels, crustaceans, and
LEGENDARY ACTIONS other coastal beasts. Those within 1 mile of her lair are Scylla's eyes and ears.
Scylla can take 3 legendary actions, choosing from the options below. Only one The area within 1 mile of the lair is covered in thick mats of seaweed and kelp. Areas
legendary action option can be used at a time and only at the end of another creature's matching this description are considered difficult terrain. Any creature that ends its turn
turn. Scylla regains spent legendary actions at the start of her turn. within the seaweed or kelp, other than Scylla, must succeed a DC 23 Strength saving
throw or be restrained. A creature restrained in this manner can use its action to make a
Bite. Scylla makes one bite attack.
DC 23 Strength check to frees itself.
Tail. Scylla makes one tail attack.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed
Insanity Gaze (Costs 2 Actions). Scylla uses her Insanity Gaze action. on a DC 23 Wisdom saving throw or descend into madness determined by the Madness
of Scylla table. A creature that succeeds on this saving throw can’t be affected by this
Scylla's Lair regional effect again for 24 hours.
Scylla’s home lair is her abode carved into the cliffside of Messina. It is merely a large If Scylla dies, these effects fade over the course of 1d10 days.
room, littered with shed scales and bones of tortured victims, who died screaming from
insanity. The walls on her side of the canyon are riddled with claw marks from her
constant climbing along the outcroppings. In particular, Scylla has a favored rock that
MADNESS OF SCYLLA 41-60 "I have powerful dreams of me torturing those closest to me. Every time
If a creature goes mad in Scylla's lair or within line of sight of the demon lord, roll on when they sleep, it is so very tempting to cut their belly open and play with
the Madness of Scylla table to determine the nature of the madness, which is a character their guts, but there was not enough privacy yet... It would only ruin the
flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. fun if someone would interrupt... I'm wondering when I will be able to
make these dreams reality~"
d100 Flaw (lasts until cured). 61-80 ”This, this is only happening because we annoy her. If I kill them for her,
01-20 "There's something in the water! Does no one else see it? She's watching then everything is going back to be fine, right? That makes sense, right?
us, I know it!" Yes, yes it does. I kill them. I need to kill them all!”
21-40 "I can't trust anybody close to me! My family is plotting against me, I can 81-00 "Reality is just a dream. I just need to find a way to wake up. That monster
feel it. I must get rid of them! And my friends! And everyone else getting over there? It can't hurt me. My Gold? Worthless! It's not real! Nothing is
too close to me! Yes. They won't get me. Nobody will get me if I get them real!"
first!"

Você também pode gostar