Gargantuan Monstrosity, Chaotic Neutral
AC 20 natural armor    Initiative +2 (12)
HP 480 (24d20 + 216)
Speed 60 ft., Walk 30 ft.
Mod Save
STR 28 +9 +9
DEX 14 +2 +2
CON 28 +9 +9
Mod Save
INT 8 −1 −1
WIS 18 +4 +4
CHA 16 +3 +3
Resistances Cold, Lightning, Psychic
Immunities Acid, Poison; Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision, Tremorsense up to 60ft; Passive Perception 12
Languages Abyssal Telepathy, Void Speech Telepathy
CR 22 (XP 41,000, or 13,000 in lair; PB +7)
Traits

Amphibious. The Chakayim can breathe both air and water.

Bioluminescent Terror. The Chakayim’s glowing skeletal structure casts eerie light in a 30-foot radius. Any creature that starts its turn within this light must make a DC 22 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns.

Legend of the Deep. Krakens have disadvantage on attack rolls against the Chakayim and will avoid combat with it unless provoked.

Leviathan Strength. The Chakayim’s melee attacks ignore resistances to non-magical damage, and it counts as three sizes larger when determining its grappling capabilities.

Actions

Multiattack. The Chakayim makes two attacks: one with its Bite and one with Tail Swipe.

Bite. Melee Attack Roll: +16, reach 10ft., one target Hit: 52 (8d10 + 9) piercing damage.If the target is a creature, it must make a DC 24 Strength saving throw or be grappled. Until this grapple ends, the target is restrained, and the Chakayim cannot bite another target.

Tail Swipe. Melee Attack Roll: +16, reach 20ft. Hit: 23 (4d8 + 5) bludgeoning damage. The target must make a DC 22 Strength saving throw or be knocked prone.

Crushing Depths (Recharge 5–6). The Chakayim generates a 40-foot-radius vortex centered on itself. Each creature in the area must make a DC 22 Strength saving throw or be pulled 30 feet toward the Chakayim and restrained by crushing water pressure for 1 minute. A restrained creature takes 28 (8d6) bludgeoning damage at the start of each of its turns. It can repeat the save at the end of its turns.

Bonus Actions

Swim. Adds an aditional 30 ft of movement while on water.

Dash. Adds an aditional 30 ft of movement while on land

Reactions

Exhale. When in water, if a creature is withing 5 meters of the chakayim it must make a DC 14 Constitution roll in order to avoid being pushed back 25 ft.

 

Legendary Actions

The Chakayim can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn. The Chakayim regains spent legendary actions at the start of its turn.

Tail Slam (Costs 1 Action).The Chakayim makes a Tail Swipe attack.

Bioluminescent Pulse (Costs 2 Actions). The Chakayim pulses its glowing bones, forcing creatures within 60 feet to make a DC 20 Constitution saving throw or be blinded until the end of their next turn.

Deep Dive (Costs 3 Actions). The Chakayim propels itself downward up to 120 feet, creating a shockwave that forces all creatures within 30 feet to make a DC 22 Strength saving throw or be stunned until the end of their next turn.

Abyssal Rebirth (Costs 3 Actions). The Chakayim releases a pulse of eerie bioluminescence, resurrecting up to 10 creatures that died within the past minute within 60 feet. These creatures are animated as Undead, gain resistance to necrotic damage, and remain for 1 minute before dissolving. The Chakayim takes 1d8 damage per creature resurrected (max 10d8).

Description

The Chakayim is a massive sea creature that inhabits the deepest parts of the ocean. These are the subjects of myths and terror for generations, with reports that it sinks ships, fights other formidable sea creatures, and navigates the dark waters where few dare to venture. This creature has evolved to survive in the most extreme conditions, and its mere presence is enough to make sailors and fishermen shudder. 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Chakayim can use one of its lair actions:

  • Abyssal Currents. The Chakayim summons powerful currents in a 120-foot radius, making the area difficult terrain for creatures other than itself.
  • Blinding Glow. The Chakayim’s body pulses with intense light, forcing all creatures that can see it to make a DC 20 Wisdom saving throw or be frightened for 1 minute.
  • Pressure Surge. The ocean pressure increases momentarily, causing all creatures within 60 feet to take 21 (6d6)  force damage unless they succeed on a DC 22 Constitution saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2024 7:11:13 AM
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7/9/2024 11:25:20 PM
6
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3/16/2025 6:41:30 AM
16
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Habitat: Underwater

Domo577

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