Gargantuan Monstrosity, Chaotic Evil
Armor Class 8 Natural Armor
Hit Points 100 (10d10 + 10)
Speed 100 ft.
STR
16 (+3)
DEX
16 (+3)
CON
10 (+0)
INT
14 (+2)
WIS
4 (-3)
CHA
1 (-5)
Saving Throws STR +5
Damage Vulnerabilities Acid, Fire, Necrotic, Piercing
Damage Resistances Cold, Poison, Psychic
Condition Immunities Charmed, Grappled, Paralyzed, Poisoned, Unconscious
Senses Passive Perception 20
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Environment. This beast exists in a series of moving, unchartable islands which she uses to entrap unlucky ships and their crews.

Camouflage. The Charbydis is an ancient entity that perfectly hides underwater. No matter how high a player might roll, it is impossible to perceive before it reveals itself. 

Actions

Whirlpool. She opens her massive beaked jaw, and begins spinning her tentacles underneath the water to generate a whirlpool which sucks ships towards it in a 100 ft radius.

Tentacle Swipe. Melee Weapon Attack: +8 to hit, reach 150 ft., 1 targets. Hit:  (2d6 + 6) [force] damage. 

Tentacle Grab. Melee Weapon Attack: +8 to hit, range 150 ft., 4 target. Hit: 4 (2d10 + 5) [poison] damage.

Bonus Actions

No bonus actions.

Legendary Actions

This monster gets 5 points to spend however the the Dungeon Master sees fit.

Depth Cry (Costs 3 Points). When she is wounded below half her hit points, Charbydis can let out a howling scream, and her once soft skin hardens. This action gives her a +8 to armor, and a + 2 to damage, but a -6 to hit.

Submerge (Costs 1 pt). When she is hit, she can disappear below the water, and reappear anywhere within 100 feet almost instantaneously. This does not stop her from taking damage on the prior attack, and cannot be used to avoid an enemy attack. However, she cannot take any damage while underwater. 

Mythic Actions

Mythic actions for this monster are tied to her roots in Greek Mythology. In her story, she was accompanied by her sister, and this action pays homage to that story. No points for this one.

Awaken. When Charbydis reaches 0 hp, she screams a final time, and awakens her sister, Scylla.

Description

No one has ever seen Charbydis fully, but that is part of what makes her so terrifying. She lurks under the waves, and creates massive whirlpools that pull whole ships into her waiting maw. She is about 200 feet in length(50 without her tentacles), with 9 tentacles, and a soft fleshy skin similar to a cuttlefish or squid. Her skin allows her to camouflage perfectly along the ocean floor, and her strong tentacles are able to spin fast enough to create rapids in the blink of an eye. When she begins to create a whirlpool, her massive beak opens at the center, and she has two inky eyes on either side of it which watch the ships as they attempt to escape.

Lair and Lair Actions

Charbydis lives among a series of islands which move with her and her sister Scylla. They are surrounded by thick mist, and only have one way through. 

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

WarlockWager144

Comments

Posts Quoted:
Reply
Clear All Quotes