Legendary Resistance (4/Day). If the Charybdis fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Charybdis has advantage on saving throws against spells and other magical effects.
Siege Monster. The Charybdis deals double damage to objects and structures.
Multiattack. The Charybdis uses it's frightful presence and does 5 attacks. Four with it's tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Charybdis can’t attack another target with that tentacle.
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Charybdis can’t bite another target.
Swallow. The Charybdis makes one bite attack against a huge or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Charybdis, and it takes 56 (16d6) acid damage at the start of each of the Charybdis’s turns.
If the Charybdis takes 60 damage or more on a single turn from a creature inside it, the Charybdis must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Charybdis. If the Charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Frightful Presence. Each creature of the Charybdis’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Charybdis is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Charybdis’s Frightful Presence for the next 24 hours.
The 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. The Charybdis regains spent legendary actions at the start of its turn.
Attack. The Charybdis makes one attack with it's tentacle.
Ink Cloud (Costs 2 Actions). While underwater, the Charybdis expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Charybdis. Each creature other than the Charybdis that ends its turn there must succeed on a DC 25 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the Charybdis's next turn.
Engulf (Costs 3 Actions). The Charybdis opens it's mouth as wide as possible and will attempt to swallow everything within 100 ft radius of it, forcing everything in the radius to make a DC 27 Strength saving throw or be instantly swallowed by the Charybdis.
Description
The Charybdis is a massive ocean dwelling monster that starts off very small as a baby. No smaller then the average goldfish when they hatch they will immediately leave the place they were born in search of a place to take root at the bottom of the ocean. Of the ten hatchlings that are born only one survives and a Charybdis only lays its eggs once every two hundred years. Charybdis seem to not have a definitive life span as they don't typically do much once they've found they're rooting spot and begin to grow. They are a nightmarish creature for those who roam the sea when they open their gaping maws to feed on any unfortunate soul that gets caught in the current of its mouth when it opens. It is unknown how often a Charybdis need to feed and how much it needs to feed before it closes its mouth, which is what makes it such a monstrous threat. However, the tell tale signs of being in its territory will help in staying away. Steer clear of calm warm waters that pull things under and you will avoid the maw that makes them.
Lair and Lair Actions
The Charybdis makes it's lair in large stretches of the ocean where it has taken root.
Lair Actions
On initiative count 20 (losing initiative ties), the Charybdis takes a lair action to cause one of the following effects; the Charybdis can’t use the same effect two rounds in a row:
- The Charybdis influence the water and forces everything within a 60 ft radius of it to make a DC 20 Strength saving throw or be pull to 5 ft of it's mouth.
- The Charybdis influences the water to form a Tsunami which functions that same way as the Tsunami spell with a DC of 27.
- The Charybdis lets out a roar that super heats the water within 60 ft of it forcing all creatures in the radius to make a DC 21 Constitution saving throw or take 44 (8d10) fire damage.
Regional Effects
The region containing a legendary Charybdis' lair is under the influence of the creature's massive size and ecological influence, which creates one or more of the following effects:
- The water within five miles of the Charybdis becomes calm, the only waves made are no taller then a few inches.
- Creatures of CR 20 or lower purposefully avoid the 5 mile radius of calm waters in an attempt to avoid it.
- Whirlpools will form within the 5 mile radius of the Charybdis, they are 30 ft wide, form randomly, and require a DC 15 Strength saving throw to resist.
If the [monster name] dies, these effects fade over the course of #d# days.
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