| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 18 | +4 | +9 |
| CHA | 12 | +1 | +1 |
Amphibious. The Charybdis is an amphibious creature that can breathe both air and water, but is most typically found under water.
Innate Spellcasting. The Charybdis is a spellcaster. Its spellcasting ability is Wisdom (spell save DC 16 to hit with spell attacks). The Charybdis has following spells prepared:
At Will: Gust of Wind, Fog Cloud, Shape Water, Thunderclap, Ice Knife
1/Day: Control Weather, Wall of Water, Wind Wall, Call Lightning (modified)
3/Day: Dominate Monster, Dominate Beast, Dominate Person, Control Wind
Cover. The Charybdis is under 3/4 cover unless the players are within 10 feet of the montster. Base AC for the Charybdis is 13; however, with cover, the AC is 18
Modified Call Lightning. The modified call lighting spell is part of the Charybdis's actions. The spell is cast, causing lighting bolts to strike random targets, rather than each creature in the area. The Charybdis does not lose concentration on this spell, and it lasts 10 minutes; however, the Charybdis makes an attack role on two specific targets. As this is an attack roll, rather than an area of effect roll, there is no saving throw for this damage. See actions for damage
Enhanced Defense. The area within 1 mile of the Charybdis lair is always under the impacts of a Control Weather spell. It is always raining with strong winds and cold. Targeted attacks from Melee weapons are made at disadvantage.
Multi-attack. The Charybdis makes two melee attacks or one spell attack
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage.
Lightning. Ranged Weapon Attack: +5 to hit, range 30/120 ft., two targets. Hit: 9 (1d10 + 4) lighting damage. Each bolt is rolled separately, but counts as one action.
Vortex (Resets on 5 or 6): (1d6) The Charybdis is a gargantuan water beast. It creates a vortex by opening it's maw. This affects the terrain of the water surrounding the beast. Any ship within 100 feet of the Charybdis must be under the control of a capable crew (the individual steering the ship must be proficient in water vehicles or checks are made at disadvantage). When a ship is within 100 feet of the Charybdis, the person at the helm must make a DC 16 Dexterity save to maintain control of the ship, or the ship will be pulled 25 feet closer as the Wheel spins out of control. Once within 5 feet, the ship will start to capsize, and Strength Save, DC22, will be required to maintain control of the ship The ship will fully capsize after 1 minute, and the crew will have to attempt to swim away from a hungry Charybdis.
If a Vortex attack is made during a round of combat, this will count as an action for the character who is steering the ship for this round of combat as they are fighting to maintain control of the ship; however, during their turn in the Initiative, they may use a reaction to attempt to steer the ship farther from the Charybdis by using an Athletics Check. The distance they may steer away from the Charybdis is determined by the roll: 5 feet = DC 15 ; 10 feet = DC 20; 15 feet = DC 25; 25 feet = DC 30. Acrobatics cannot be substituted for this check.
Regenerate (resets on 5 or 6): (1d6)At the end of each of the Charbydis turns, the Charybdis attempts to heal. They may heal up to 6 (1d8+2). This may only be done on their actual turn, not during a lair action.
Tail swish. As a reaction to a melee attack, the Charybdis may swish its tail to cause a wave. Anyone in the water within 50 feet must make a DC 16 Strength check or be caught in a mini whirlpool and restrained under water for 1 minute. They may make Strength saves at the end of each of their turns to break free of the whirlpool. If the Charybdis makes another Tail Swish before they break free, it will release the whirlpool restraining them. If there is a character in the water within 5 feet of the Charybdis, they must make a DC 16 Dexterity check , or be restrained by the tail and pulled under water. They may make another DC 16 Dexterity Check at disadvantage if the Charybdis makes another Tail Swish while they are restrained. They may make a DC 16 Strength check at the end of each of their turns to break free. If they are still restrained after one minute, they must make a DC 10 Con Save before they can make any Strength or Dexterity checks. Two Con failures will result in Unconsiousness and Death Saving throws.
The Charybdis has three Legendary Actions
Attack (Costs 1 Action). The Charybdis may make a melee attack..
Cast a Spell (Costs 2 actions). The Charybdis may cast any of the spells available to them.
Description
The Charybdis is a gargantuan water beast of legend. It is known as the Devourer of Ships. None have seen the beast beneath the waves and survived to tell; however, sailors do whisper of a giant vortex that cracks ships like nuts and feasts on the sailors within.
The Charybdis moves very slowly, if it chooses to do so at all, due to the massive ocean currents that it generates. It prefers to draw it's prey in to it, rather than chase it.
The Charybdis controls the weather for the area within 1 mile; however, if the characters can get their ship 200 feet away from the Charybdis, the currents of the ocean are not as strong and they will be able to escape.
Lair and Lair Actions
The lair of the Charybdis is the area of the ocean within 1 mile of its location
Lair Actions
On initiative count 20 (losing initiative ties), the Charybdis takes a lair action to cause one of the following effects; the Charybdis can’t use the same effect two rounds in a row:
- Summon Elemental- the Charybdis may summon an elemental spirit using the Summon Elemental spell. The Charybdis does not need to maintain concentration on this spell..
- Tidal Wave - the Charybdis may cause a Tidal Wave to bring the ship closer. Strength save DC16 for Helm. If the character at the Helm fails the Strength Save, all characters must make a Dexterity Save DC16 to not be thrown prone and take 12 damage (6 damage on a successful save), and the ship is moved 25 feet closer to the Charybdis. If the character fails by more than 5, they must make an Athletics or Acrobatics check of DC16 to not be thrown from the ship into the water.
Regional Effects
The region containing a legendary Charybdis’s lair is oceanic and tempestuous, which creates one or more of the following effects:
- Waters within one mile of a Charybdis are never calm..
- There is always a light layer of fog.
- There are storms frequently over the area, with lightning and thunder.
If the Charybdis dies, these effects fade over the course of 2d10 days.
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