Gargantuan Monstrosity (Titan), Unaligned
Armor Class 25 (natural armor)
Hit Points 594 (33d20 + 330)
Speed 30 ft., Swim 80 ft.
STR
28 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
6 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +18, INT +7, WIS +10
Damage Resistances Acid
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 120 ft., Truesight 120 ft, Passive Perception 11
Languages All but can't speak, Telepathy 120 ft. but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Abyssal Wrath (Recharges after a Short or Long Rest). If Charybdis would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points and it regains any expended uses of Legendary Resistance. Additionally, Charybdis can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Charybdis, Titan of the Depths after its Abyssal Wrath activates.

Amphibious. Charybdis can breathe air and water.

Freedom of Movement. Charybdis ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Magic Resistance. Charybdis has advantage on saving throws against spells and other magical effects.

Magical Attacks. Charybdis's attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Siege Monster. Charybdis deals double damage to objects and structures.

Actions

Multiattack. Charybdis makes four attacks, two pincers and two tentacles, each of which it can replace with one use of Fling.

Pincer. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage.

Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 18). Targets grappled this way take 9 (2d6) piercing damage at the start of their turn. Until this grapple ends, the target is restrained. Charybdis has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

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 its turn.

Tentacle Attack or Fling. Charybdis makes one tentacle attack or uses its Fling.

Move. Charybdis moves up to half its speed.

Flood (Costs 3 Actions). While at the water's surface, Charybdis creates a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Mythic Actions

If Charybdis's Abyssal Wrath trait has activated in the last hour, it can use the options below as legendary actions.

Cold of the Depths (Costs 2 Actions). Charybdis emits a wave of cold energy in a 60 foot radius centered on itself. Each creature within this area must make a DC 22 Constitution saving throw and takes 28 (5d10) cold damage, or half as much on a successful save. If Charybdis is in water, the water within this area becomes difficult terrain as it partially freezes.

Inhale (Costs 3 Actions). If Charybdis is in water, it inhales, creating a whirlpool in a 60 foot radius. Each creature must make a DC 22 Strength saving throw or be pulled 30 feet towards Charybdis. Any creature that would move into the space occupied by Charybdis is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Charybdis, and it takes 56 (16d6) 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. Creatures that are regurgitated this way takes 8 (3d4) slashing damage. If Charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement without taking damage, exiting prone.

Description

Charybdis's upper body resembles that of Triton but covered with a hard shell like a crab and covered with seaweed and barnacles. There are three large gills on either side of its thick neck. Its face has very little features to it, being smooth with small spines on the edges of the shell plates, a water jet organ near each set of gills, and two very large octopus eyes.  Large, crab-like pincers snap at the end of both of its armored arms. A long dorsal fin runs down its spine. Charybdis's lower body resembles that of a squid, like ten long tentacles and an infinite number of suction cups, each having a small spike in the center. Its mouth is in the center of the tentacles, opening impossibly wide and revealing a toothless maw but large spines that stick out of the sides of its throat. Charybdis's body is a mix of turquoise and purple and has small luminescent spots covering its shell and tentacles.

Monster Tags: Titan

Habitat: Underwater

Yes_it_is_Me

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