Amphibious. Charybdis can breathe both air and water.
Innate Spellcasting. Charybdis’ innate spellcasting ability is Constitution (spell save DC 24). She can cast maelstrom three times per day, requiring no material components. The maelstrom also effects objects within its radius, which automatically fail the saving throw.
Magic Resistance. Charybdis has advantage on saving throws against spells and other magical effects.
Acid Skin. A creature that hits Charybdis with a melee attack while within 5 feet of her takes 5 (1d10) acid damage.
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., all creatures within reach. Hit: 29 (6d6 + 6) piercing damage and the target is swallowed if it is large or smaller. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Charybdis, and it takes 21 (6d6) acid damage at the start of each of its turns. Charybdis can have up to 9 medium or smaller creatures swallowed at one time or one large creature.
If Charybdis takes 30 damage or more on a single turn from the swallowed creature, she must succeed on a DC 14 Constituion saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of her. She can choose to fail this saving throw. If Charybdis dies, a swallowed creature is no longer restrained by her and can escape from the corpse by using 15 ft. of movement, exiting prone.
Charybdis can take 2 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. Spent legendary actions are regained at the start of each turn.
Move. Charybdis moves up to half her speed if she is on land or up to her speed if she is in water.
Attack (Costs 2 Actions). Charybdis makes a bite attack.
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