Voyage to the Silver City

Charybdis CR 13
XP 25,600
CN Gargantuan aberration (aquatic)
Init 3; Senses blindsight 60 ft., darkvision 120 ft.; Perception +23
Defense
AC 28, touch 5, flat-footed 28 (–1 Dex, +23 natural, –4 size)
hp 184 (16d8
112); fast healing 10
Fort 12, Ref +6, Will +14
Immune acid; Resist cold 20
Offense
Speed 20 ft., swim 50 ft.
Melee bite +20 (2d8
12/19–20 plus grab), 2 claws 20 (2d612)
Space 20 ft.; Reach 20 ft.
Special Attacks fast swallow, rending claws, swallow whole
(6d6 bludgeoning damage plus 6d6 acid damage, AC 21,
hp 18), vortex
Statistics
Str 34, Dex 9, Con 25, Int 4, Wis 19, Cha 6
Base Atk 12; CMB +28 (32 grapple); CMD 37 (can’t be tripped)
Feats Awesome Blow, Improved Bull Rush, Improved Critical
(bite), Improved Initiative, Improved Vital Strike, Lightning
Reflexes, Power Attack, Vital Strike
Skills Perception 23, Swim +20
Languages Aquan
Treasure standard
Special Abilities
Rending Claws (Ex) A charybdis’s claws are particularly
devastating when used against objects, and ignore the first
10 points of an object’s hardness rating.
Vortex (Su) A charybdis can generate a whirlpool as a standard
action at will. This ability functions identically to the
whirlwind special attack (see the Universal Monster
Rules in Appendix 3), but the whirlpool can only form
underwater and cannot leave the water. It’s a DC
25 Reflex save to avoid being caught by the
charybdis’s vortex. The vortex itself is 20
feet across and 120 feet deep, and deals
2d6
12 points of damage per round. The
save DC is Constitution-based.

Scylla CR 16
XP 76,800
CE Huge aberration (aquatic)
Init 11; Senses all-around vision, blindsight 30 ft., darkvision
60 ft., low-light vision, see invisibility; Perception +29
Aura frightful presence (30 ft., DC 26),
Defense
AC 31, touch 21, flat-footed 18 (
12 Dex, 1 dodge, +10 natural,
–2 size)
hp 250 (20d8
160); fast healing 10
Fort 14, Ref +17, Will +18
Defensive Abilities freedom of movement, improved evasion;
DR 10/cold iron and lawful; Immune cold, charm effects,
confusion and insanity effects; Resist acid 20, fire 20; SR 27
Offense
Speed 30 ft., fly 60 ft. (good), swim 50 ft.
Melee 4 bites +25 (1d8
8/19–20 plus bleed), 4 tentacles 23
(1d6
4 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d6), constrict (1d6+8)
Spell-Like Abilities (CL 16th; concentration 22)
Constant—fly, freedom of movement,
nondetection, see invisibility
At will—_acid arrow, control water, fog cloud,
greater dispel magic, major image_ (DC 19)
3/day—_black tentacles, charm monster_ (DC 20),
insanity (DC 23), mirage arcana (DC 21), solid fog
1/day—_control weather, power word stun, project
imag_e (DC 23), summon (level 8, 1 charybdis)
Statistics
Str 27, Dex 32, Con 27, Int 20, Wis 23, Cha 22
Base Atk +15; CMB +25 (
29 grapple); CMD 47 (can’t
be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (bite),
Mobility, Multiattack, Power Attack, Vital
Strike, Weapon Finesse, Weapon Focus (bite),
Weapon Focus (tentacles)
Skills Acrobatics +34, Bluff +26, Fly +35,
Knowledge (nature) +25, Perception
+29, Sense Motive +26, Stealth +26,
Swim +39, Use Magic Device +26
Languages Abyssal, Aquan, Common
SQ amphibious, change shape (1 humanoid
form, alter self ), undersized weapons
Treasure triple

Voyage to the Silver City

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