Gargantuan Swarm of Small beasts, Chaotic Neutral
Armor Class 22 Natural
Hit Points 100 (5d8)
Speed
STR
20 (+5)
DEX
4 (-3)
CON
20 (+5)
INT
12 (+1)
WIS
5 (-3)
CHA
1 (-5)
Saving Throws CON +8
Damage Resistances All
Condition Immunities Blinded, Restrained
Senses Passive Perception 1
Languages none
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Action Name. Pull to the abyss

Action Ranged Attack. Ranged Attack: +0 to hit, range 65 ft., all targets. guaranteed hit if target is in range. Charybdis sucks everything 10ft closer to its hungering maw. every time the will will get stronger. 

Action Name. Hungering maw

Action Melee Attack. melee attack:: +2 to hit, 3 ft., all target. Hit: (5d20) [damage type] piercing.  Charybdis will bite down on everything unlucky enough to end up in mouth (the centre of its whirlpool). No one ever survives to tell the tale. 

 

Bonus Actions

Bonus Action Name. charybdis gets no bonus actions. 

Reactions

Pull to the abyss. Charybdis sucks everything closer to its hungering maw. every turn his pull grows stronger with +1d4  for every 20 ft a target gets closer to the maw. after 7 turns charybdis belches out all the water it inhaled. This makes the targets flee automaticly

Hungering maw. Everything comes to an end. and espacialy the victims who stray to close to charybdis mouth. This maw devours everything that is unfortunuite enough to stray to close

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Charybdis

The once sea nymph turned an abyssal horror. Charybdis is the legendary monster that resides inside the silent ocean. It sucks in everything it can possibly reach by creating giant whirlpools. The sailors who are unfortunate enough to find themselves in these whirlpools should focus all their attempts on fleeing rather than fighting. Charybdis forces players to be recourse full. They can use anything they have. wind spells to create extra wind in the sails, throwing Anker out onto nearby rocks, steering their ship the opposite direction from the mouth or abandoning ship all together by jumping/hanging on to nearby rocks/trees. They can also try to aim a spell/projectile with poison damage into its maw. This way Charybdis might throw up from all the poison in its stomach. When Charybdis reaches a minimum of 40 poison damage, he will throw up and belch all the water out. Charybdis will belch out the water after his 7th turn. Do NOT tell the players this is a feature. Once charybdis belches out all the water the players flee automaticly from this encounter

Lair and Lair Actions

Enter a description of your monster's lair here.

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.

Monster Tags: Abominations

Habitat: Underwater

Godscar

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