5e SRD >Creatures >

Scylla (Challenge 22)

Huge monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 253 (22d12 + 110)
Speed 20 ft., swim 60 ft.

20 (+5) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 5 (-3)

Skills Perception +7, Stealth +8
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 22 (41,000 XP)

Special Traits

  • Ambusher. In the first round of a combat, the scylla has advantage on attack rolls against any creature it surprised.
  • Amphibious. The scylla can breathe air and water.
  • Legendary Resistances (3/Day). If the scylla fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. The scylla has advantage on saving throws against spells and other magical effects.
  • Multiple Heads. The scylla has five heads. While it has more than one head, the scylla has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the scylla takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the scylla dies.
  • Reactive Heads. For each head the scylla has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
  • Regeneration. The scylla regains 10 hit points at the start of its turn. If the scylla takes acid or fire damage, this trait doesn’t function at the start of the scylla’s next turn. The scylla dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Siege Monster. The scylla deals double damage to objects and structures.
  • Wakeful. While the scylla sleeps, at least one of its heads is awake.


  • Multiattack. The scylla makes one fist attack and as many bite attacks as it has heads, each of which it can replace with one use of Fling or Swallow.
  • Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d10 + 5) piercing damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the scylla can’t bite another target with that head.
  • Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 20) and restrained until the grapple ends. The scylla has two fists, each of which can grapple one target.
  • Fling. One Large or smaller object held or creature grappled by the scylla is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
  • Frightful Presence. Each creature of the scylla’s choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the scylla is within line of sight, 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.
  • Swallow. The scylla makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the scylla, and it takes 56 (16d6) acid damage at the start of each of the scylla’s turns. If the scylla takes 60 damage or more on a single turn from a creature inside it, the scylla must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the scylla. If the scylla dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

The scylla can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The scylla regains spent legendary actions at the start of its turn.

  • Attack. The scylla makes one bite attack or slam attack.
  • Move. The scylla moves up to half its speed.
  • Chomp (Costs 2 Actions). The scylla makes one bite attack or uses its Swallow.


This warped being has a beautiful female’s upper torso and the lower body of a fish. Like a macabre belt, six heads on long sinewy necks are attached to her torso.

According to some myths, Phorcys and Hecate are the parents of this horrendous monster, others say Typhon and Echidna beget the monster. Yet another myth says that Scylla was born a radiantly beautiful nymph who was cursed into her current vile form.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page