Gargantuan Elemental, Neutral
Armor Class 14
Hit Points 252 (20d12 + 36)
Speed 50 ft.
STR
25 (+7)
DEX
17 (+3)
CON
25 (+7)
INT
3 (-4)
WIS
3 (-4)
CHA
12 (+1)
Saving Throws STR +12, CON +12
Damage Immunities Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Grappled, Restrained
Senses Passive Perception 6
Languages Abyssal, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Force of Nature - Charybdis is a force to be reckoned with. On its turn, players must succeed a DC 12 Constitution save or be deafened by its roaring waters. Charybdis' body is also comprised of water - players who fall into or choose to swim in these waters must succeed a DC 15 Survival check. After this, they must succeed a DC 25 Athletics check or be pulled into the eye of the whirlpool.

Portal to the Abyss - The eye of Charybdis functions as a portal to the Abyss. Characters who have knowledge of this can make DC 13 Survival check to successfully navigate the waters to enter the Abyss. Players with no knowledge of this ability must succeed a DC 16 Constitution save or take 6d6 bludgeoning damage, halved on a successful save. Players who survive this ordeal enter the Abyss.

Actions

Swirl - Charybdis churns with incredible force. Players and ships inside of Charybdis move an automatic 50 ft in a clockwise fashion.

Slam Against the Rocks - Melee Weapon Attack: +5 to hit, reach 50 ft., 2 target. Hit: (2d8 + 5) bludgeoning damage. Target must be inside Charybdis' waters.

Spray - RangedWeapon Attack: +3 to hit, range 30/50 ft., 2 targets. Hit: (2d4 + 5) water damage.

Legendary Actions

Charybdis can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Rocky Waters (Costs 2 Actions) - Charybdis' waters become increasingly rocky. +3 to hit when using Slam Against the Rocks.

Suck Inward (Costs 2 Actions) - Vehicles, structures, and creatures are sucked inward towards Charybdis' eye. Vehicles must maintain a steady orbit (using Charybdis' Swirl action to their advantage) of 60 ft in a clockwise fashion or be pulled inward 20 ft.

 

 

Description

Charybdis is a gargantuan whirlpool at the center of Scaith's ocean. It is housed by a hollow, mountainous island which has four separate entrances to where Charybdis churns.

Charybdis is partially sentient, given life by the Demon Lord Orcus. Charybdis acts as both a portal to the Abyss as well as its guardian.

Lair and Lair Actions

Charybdis is housed by a dome of sharp, jagged rocks, cut out of a jagged mountainous island. The dome is about 60 ft in diameter and is about 40 ft high. The waters comprising Charybdis' body fill the surface of the chamber, and are controlled by Charybdis.

Lair Actions

On initiative count 1 (losing initiative ties), Charybdis takes a lair action to cause one of the following effects; Charybdis can’t use the same effect two rounds in a row:

  • Toss  - Charybdis' waters become unchartable. Creatures on ships or boats must succeed a DC 15 Strength or Dexterity save or be tossed overboard into Charybdis' waters.
  •  Swallow - The eye of Charybdis opens and closes rapidly, initiating the Portal to the Abyss trait on all creatures within 10 feet of the eye.

Regional Effects

The region containing a legendary Charybdis' lair is Oceanic, which creates one or more of the following effects:

  • Small islands are constantly spinning in a counter-clockwise fashion
  • Atlantis is brought underwater.

If Charybdis dies, these effects fade over the course of 14 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2019 10:42:06 PM
10
1
5e
Coming Soon

Habitat: Coastal

PhantomPr1me

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