Gargantuan Monstrosity, Chaotic Evil
Armor Class 36 Natural Armour
Hit Points 850 (35d20 + 300)
Speed 25 ft., Swim 65 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws STR +13, CON +13, WIS +14
Damage Vulnerabilities Piercing, Radiant, Thunder
Damage Resistances Bludgeoning, Fire, Damage Dealt By Traps
Damage Immunities Acid
Condition Immunities Charmed, Petrified, Prone
Senses Tremorsense 400 ft., Passive Perception 20
Languages It understands all languages but only speaks common
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Displacement. All solid (non-organic) matter within 20 ft. of the Charyb is treated as a liquid.

Gluttony. When the Charyb consumes any calories it will heal a significant amount of HP (1d20), become very aggressive for 2 rounds and gain an additional action surge.

Ancient One. The creature is older than the dungeon it lurks and has advantage on all wisdom checks/saving throws.

Repulsive. Any attempts to charm or romance the Charyb are impossible.

Absolute Digestion. Anything consumed by the Charyb is lost in memory as well as matter. (except in the memory of the thing consumed)

Petrify Surface. If the Charyb moves more than 20 ft. away from someone in liquid ground it solidifies locking them in the floor

 

Actions

 

Swallow. The Charyb swallows everything immediately in front of it: +4 to hit, reach 5 ft., multi target. Hit: 14 (8d20 + 20) damage [ignores all defense provided by armor].

Tackle. The Charyb throws itself at its target: +2 to hit, reach 50 ft., multi target. Hit: 10 (4d20 + 16) damage [ignores all defense provided by armor].

Tail Whip. The Charyb spins in a circle rapidly smashing its tail into its surroundings: +3 to hit, reach 40 ft., multi target. Hit: 8  (2d20 + 15) damage [ignores all defense provided by armor].

Swipe. The Charyb flails a limb at a target smashing it: +2 to hit, reach 20 ft., # target. Hit: 14 (2d20 + 2) damage [ignores all defense provided by armor].

Regurgitate. The Charyb spews stomach acid in a stream at a target: +2 to hit, range -0/120 ft., multi target. Hit: 14 (3d20 +5) [Acid] damage.

Splash. The Charyb splashes the ground at its target which solidifies in the air turning to massive sharp flying rocks: +1 to hit, range 5/80 ft., multi target. Hit: 3 (2d20 + 15) [Pierecing/Bludgeon] damage.

Bonus Actions

Bonus actions are just an additional attack per bonus action.

Reactions

Play Dead. When below 10% health will fake its own death.

Photosensitivity. When a large amount of light is shone on the Charyb it will scream loudly, paralyzing all within 340 ft. for a few seconds.

Not That Dumb. It will blow anything that will explode inside itself toward a nearby target (away if none are applicable)

Legendary Actions

Dive. Submerges itself in the floor, walls or nearby object.

Charybdis. The Charyb swallows a portion of the floor/wall or air pulling everything closer to its mouth much like a whirlpool.

Entomb. The Charyb splashes the ground at its target encasing them in liquid ground, it then solidifies encasing the target in a large wall of ground.

Fates Call. When an entire person is eaten by the Charyb, anyone who witnessed their consumption will receive 10% of their maximum HP in damage.

Vacuous Erasure. The Charyb ravages space between itself and a target (regardless of distance or visibility) erasing anything between the two and halves the distance between the target and the Charyb.

Description

It is commonly described as a large green maggot covered head to tail in long tentacle like hair, it has thousands beady yellow eyes on the front of its head, these are commonly mistaken as warts, skin growths or pustules, Its mouth is ever gaping never closing even after death, this said mouth is filled with hundreds of rows of spiraling fangs, its stomach even being lined with them. The creatures tongue is located in its nose, this is also where the creature speaks from. The creatures are extremely rare and difficult to find, it is nearly impossible to train against one as they only appear deep in dungeons and are all extremely long lived, the creature isn't well known to dungeoneers or explorers and is the number 47th cause of dungeoneering accidents among even the experienced. The only way to know when one is near is if the dungeon you are in has gone silent aside from the steps of invaders. Will commonly mimic the cries of its last meal to draw in new prey. These creatures are highly aggressive, highly intelligent and extremely illusive, if encountered: avoid at all costs.

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Habitat: Underdark

Sandmandayz

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