Death Throes of the Chained Beast (Mythic Trait; Recharges after a Short or Long Rest). If Charybdis is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 433 hit points.
Legendary Resistance (3/Day). If Charybdis fails a saving throw, she can choose to succeed instead.
Magic Resistance. Charybdis has advantage on saving throws against spells and other magical effects.
Relentless (Recharges on a Short or Long Rest). If Charybdis takes 28 or less damage that would reduce her to 0 hit points, she is reduced to 1 hit point instead.
Siege Monster. Charybdis deals double damage to objects and structures.
Multiattack. Charybdis makes three attacks; one with her bite and two gulps or water blasts.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must make a DC 17 Strength saving throw or be grappled. Charybdis can grapple one creature at a time in this manner.
Gulp. Charybdis forces all creatures in the water in a 30ft cone originating from her to make a DC 17 Strength saving throw, taking 16 (3d10) bludgeoning damage and being pulled 20ft towards Charybdis. On a successful save a creature takes half as much damage and isn't pulled. A creature grappled by Charybdis' bite that fails its save is swallowed.
Water Blast. Charybdis expels water, creating a vortex. All creatures in the water in a 15ft. sphere originating from a point within 60ft. of Charybdis must make a DC 17 Strength saving throw or take 6 (1d10) bludgeoning damage plus 4 (1d6) acid damage, or half as much damage on a success.
Swallow. A creature that is grappled by Charybdis' bite and fails its saving throw against her Gulp action is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Charybdis, and it takes 21 (6d6) acid damage at the start of each of Charybdis' turns. Charybdis can have only one creature swallowed at a time.
If Charybdis takes 30 damage or more on a single turn from the swallowed creature, she must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Charybdis. If Charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Charybdis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Charybdis regains spent legendary actions at the start of her turn.
Slippery Maneuver. Charybdis moves up to her movement speed without provoking opportunity attacks.
Spray. Charybdis forces all creatures in a 30ft. cone originating from her to make a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage, or half as much on a success.
Gnashing Teeth (Costs 2 Actions). Charybdis makes a bite attack.
If Charybdis' mythic trait is active, she can use the options below as legendary actions, for one hour after using Death Throes of the Chained Beast.
Aggressive Maneuver. Charybdis moves up to her speed without provoking opportunity attacks and takes the Spray action.
Water Manipulation (Costs 3 Actions). Charybdis uses her gulp or water blast.
Description
Charbydis as a Mythic Encounter
Charybdis is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Death Throes of the Chained Beast. Her use of this trait signals a drastic turn in the encounter, as Charybdis temporarily breaks free of her mystical bindings and inflates to become even larger than before while her flash turns from blue to purple with red, pulsing veins.
Read or paraphrase the following text when Charybdis uses her Death Throes of the Chained Beast trait:
The massive sea creature writhes in pain before taking in a great volume of sea water, expanding to an even greater size than before. Ethereal chains appear briefly before being shattered, as the leviathan's flesh shifts hue from blue to deep purple, and pulsing, red veins appear along its water-sack.
Fighting Charybdis as a mythic encounter is equivalent to taking on two challenge rating 20 creatures in one encounter. Award a party 50,000 XP for defeating Charybdis after she uses Death Throes of the Chained Beast.
Lair and Lair Actions
Charybdis' Lair
Charybdis lives in a cave at the bottom of a strait between an island and a continent. She is mystically chained to this location and cannot move more than one mile of her home. Imprisoned here by a god seeking vengeance for her attacks against their followers, she spends her days keeping a mental eye out for ships which she can drag to the sea floor and plunder of their crews (for food) and treasures.
Graveyard of Ships. the ocean floor is riddled with the corpses of ships cleaned of their food and treasure by Charybdis and left to rot away.
Lair Actions
On initiative count 20 (losing initiative ties), Charybdis can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row.
- Charybdis learns the location of any creatures or ships in the water within 1 mile of her lair.
- Charybdis slows the movement of one creature or ship within 1 mile of her lair to 10ft. until the end of its next turn.
Regional Effects
The region containing Charybdis' lair is warped by her presence, which creates one or more of the following effects:
- No sea creatures live within 1 mile of Charybdis' lair, and the sea is frequently dotted with whirlpools which can drag ships down or break them apart.
- While sailing within 1 mile of Charybdis' lair, crying can be faintly heard on the wind.
If Charybdis dies, the effects disappear over 1d10 days.
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