Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +16 to hit, reach 15 ft., one grappled target. Hit: 27 (4d8 + 9) piercing damage, and 18 (4d8) necrotic damage, and the target can't regain hit points until the end of its next turn.
Action
Change Shape
The scylla magically polymorphs into a Small or Medium female humanoid, or back into her true form. The scylla loses its bite and tentacle attacks but can wield weapons or make slam attacks as appropriate for its form. Its statistics are otherwise the same in each form. Any equipment it is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Action
Frightful Presence
Each creature of the scylla's choice that is within 100 feet of the Scylla and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the scylla's Frightful Presence for the next 24 hours.
Action
Multiattack
The scylla can use its frightful presence. It then makes three slam or tentacle attacks. It may substitute a bite for one of those attacks. In humanoid form, it may instead make three weapon attacks.
Action
Poisoned Dagger (humanoid form only)
Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 11 (1d4+9) piercing damage, and 18 (4d8) poison damage.
Action
Tentacle
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The scylla has eight tentacles, each of which can grapple one target.
Legendary Action
Bite (Costs 2 actions)
The scylla makes one attack with its bite.
Legendary Action
Spell (Costs 2 actions)
The scylla uses one of its spells.
Legendary Action
Tentacle 2
The scylla makes one attack with its tentacle.
Special
3/day each
dispel magic, major image
Special
Amphibious
The scylla can breathe water and air.
Special
At will
acid arrow, control water, fog cloud
Special
Innate Spellcasting
The scylla's spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components:
Special
Legendary Resistance (3/Day)
If the Scylla fails a saving throw, it can choose to succeed instead.
Special
Magic Resistance
The scylla has advantage on saving throws against spells and other magical effects.
Special
Multi-Headed
While the scylla can see in all directions, and has advantage on Wisdom (Perception) checks, which applies to its passive Perception score. It also has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.
Actions/Abilities/Traits: (OSR)
Special
|Bleed
You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
Special
|Bleed
Change Shape You have the ability to assume the appearance of one humanoid form, but retain most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as an alter self spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
Special
|Bleed
Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Bleed
Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
Special
|Bleed
Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Bleed
Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge.
Special
|Bleed
Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Special
|Bleed
Improved Evasion You can avoid damage from many area-effect attacks. If you make a successful save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Special
|Bleed
You can See Invisibility, as per the spell, as a constant ability.