Size:
Huge
Type:
Monstrosity
Form:
Temper:
# App:
1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
controller
Ground:
± 20 ft.
Climb/Arboreal:
± 20 ft.
Flight:
± 60 ft. (clumsy)
Swim:
± 50 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Special
1/day each
control weather, hallucinatory terrain
Special
Amphibious
The charybdis can breathe water and air.
Special
At will
control water, fog cloud
Special
Innate Spellcasting
The charybdis's spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
Special
Regeneration
The charybdis regains 10 hit points at the start of its turn if it has at least 1 hit point.
Special
Ship Eater
The charybdis deals double damage to objects and structures.
Action
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the charybdis. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the charybdis, and it takes 24 (7d6) acid damage at the start of each of the charybdis's turns. If the charybdis takes 40 damage or more on a single turn from a creature inside it, the charybdis must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the charybdis. If charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Action
Claws
Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Action
Claws 2
The charybdis makes one attack with its claws.
Action
Control Water
The charybdis casts control water or chooses one the effects of control water.
Action
Multiattack
The charybdis makes two attacks: one with its bite, and one with its claws.
Action
Vortex (Recharge 4-6)
The charybdis draws creatures and ships within 100 feet of it in the water towards it by creating a massive whirlpool. Ships attempting to avoid this require someone at the helm of the ship must make a relevant check (usually a water vehicle proficiency) with a DC of 20, or be drawn 50 feet closer to the charybdis. Creatures in the water must make a similar Strength (Athletics) check to avoid being drawn close 25 feet. Any creature or ship that is drawn to within 10 feet or closer of the charybdis is subject to a claw attack as part of the Vortex action.
Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god. A charybdis is 60 feet long and weighs 26,000 pounds.
Living Maelstrom. In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above.
Shipwrecker. A charybdis' claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles-such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Treasure: standard
Environments
any oceans
Actions/Abilities/Traits: Pathfinder 1e
Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god. A charybdis is 60 feet long and weighs 26,000 pounds.
Living Maelstrom. In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above.
Shipwrecker. A charybdis' claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles-such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex.
5e SRD