Aberrant Lungs. The Charybdis doesn't need to breath
Chained. The Charybdis is unable to move from its spot.
Nautical Peril. The Charybdis has an anti Nautical exploration within its prison, all boats that aren't magically protected are doomed to sink, additionally if within 25 feet of the Charybdis summons its tentacles to bat away any of its enemies, the tentacles act as apart of Charybdis being able to attack and share the same pool of hit points.
Unrelenting Warden. The Charybdis will instead of droping to 0 hit points drops to 1 unless it out right kills the Charybdis. As well as once struck down to 0 hit points, all the surrounding creatures within 100 ft of it fall unconscious for 1 hour. Additionally when the Charybdis is defeated all creatures around them feel a dark presence as a much greater evil gets released. Once the Charybdis drops to 0 hit points its body evaporates.
Multiattack. The Charybdis makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +9; to hit, reach 15 ft., one target. Hit: 11 (1d10 + 5) bludgeoning damage.
The Charybdis can take 2 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. The Charybdis regains spent legendary actions at the start of its turn.
Tentacle Attack. The Charybdis makes 1 Tentacle attack. [1 legendary action]
Stability drill. The Charybdis an attack at an area that there is at least 1 creature that is standing on, all creatures standing on the area must make a Dexterity saving throw of dc 15, On a failed save the creature takes 2d6 Bludgeoning damage and becomes prone. [2 legendary action]
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