Monster
Skylla
Outside your table’s allowed sources
Official reference · WBtW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 10
- Hit points
- 39 (6d8 + 12)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Chaotic Evil
- Strength
- 9
- Dexterity
- 11
- Constitution
- 14
- Intelligence
- 12
- Wisdom
- 15
- Charisma
- 17
- Passive Perception
- 12
- Saving Throws
- wis: +4; cha: +5
- Skills
- deception: +5; intimidation: +5; nature: +3; persuasion: +5
- Languages
- Common, Elvish
Traits
Special Equipment
Skylla carries an Eldritch Staff (see appendix A) with 10 charges. The staff regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff is destroyed.
Actions
Multiattack
Skylla makes two Eldritch Staff attacks. She can replace one of the attacks with a use of Spellcasting.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands, and Skylla can expend up to 3 of the staff's charges, dealing an extra 4 (1d8) lightning damage for each expended charge.
Reactions
Eldritch Escape
When Skylla takes damage, she can expend 3 charges of her eldritch staff to turn invisible and teleport, along with any equipment she's wearing or carrying, up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.
Skylla casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
1/day each: detect magic, disguise self, faerie fire, fly, hypnotic pattern, invisibility, mage armor