Booming Strikes. When Charybdis hits a target with a weapon attack, the target becomes sheathed in booming energy until the start of his next turn. If the willingly moves 5 feet or more before then, the target takes 4d8 thunder damage, and the effect ends.
Legendary Resistance (4/Day). If Charybdis fails a Saving Throw, he can choose to succeed instead.
Magic Weapons. Charybdis's weapon attacks are magical.
Twin Blades. Charybdis wields the legendary twin shortswords Storm and Strike.
Monstrous Awakening (Recharges after a Short or Long Rest). If Charybdis would be reduced to 0 hit points, his current hit point total instead resets to 500, he regains any expended uses of his Innate Spellcasting and Legendary Resistance, his creature type becomes monstrosity, and his size becomes gargantuan. When Charybdis drops to 0 hit points or dies after Monsterous Awakening activates, his essence travels back to Thassa's domain in the Mystic Sea, and he is unable to take physical form for a time.
Regeneration. Charybdis regains 15 Hit Points at the start of his turn and doesn't require air, food, drink, or sleep.
Multiattack (before Monstrous Awakening only). Charybdis makes two weapon attacks.
Storm. Melee Weapon Attack: +17 to Hit, Reach 5ft., one target. Hit: 30 (4d10 +8) piercing damage plus 14 (4d6) lightning damage. Additionally, Storm scores a critical hit on a d20 roll of 18 or higher.
Strike. Melee Weapon Attack: +17 to Hit, Reach 5ft., one target. Hit: 30 (4d10 +8) piercing damage plus 14 (4d6) cold damage.
Multiattack (Monstrous Awakening only). Charybdis makes two attacks: one with its bite, and one with its tail.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 54 (7d12 + 9) piercing damage. If the target is a Large or smaller creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Charybdis, and it takes 78 (12d12) acid damage at the start of each of Charybdis's turns.
If Charybdis takes 50 damage or more on a single turn from a creature inside it, 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 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.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 45 (8d8 + 9) bludgeoning damage, and if the target is a creature, it is knocked prone.
Innate Spellcasting. Charybdis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: detect magic, etherealness
3/day: dispel magic, counterspell
1/day: forcecage, prismatic wall,
Whirlpool. Charybdis creates a whirlpool vortex centered upon himself that is 5 feet wide at the base, up to 100 feet wide at the top, and 50 feet tall. Any creature or object in the water and within 50 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 24 Strength saving throw. On a failed save, the creature takes 27 (6d8) bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 6d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Two-Weapon Fightning. Charybdis makes one weapon attack with Storm or Strike.
Storm's Fury. When hit by a melee attack, the attacker takes 20 lightning damage and must make a DC 24 Strength saving throw or be pushed in a straight line up to 20 feet away from Charybdis.
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 his turn.
Move. Charybdis moves up to his speed without provoking opportunity attacks.
Twinblade Strike (before Monstrous Awakening only; costs 2 action). Charybdis makes two weapon attacks: one with storm and one with strike
Tidal Magic (costs 2 actions). Charybdis uses his innate spellcasting feature.
Consume. Charbydis makes one bite attack.
Frigid Waters (costs 2 actions). Charybdis emits a frigid wave through the whirpool vortex. Each creature within the vortex must make a DC 25 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage and its speed becomes 0 until the end of the creature's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.
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