Charybdis (5e Creature)
Charybdis
Huge fiend (demon), chaotic evil Armor Class 21 (natural armor)
Saving Throws Str +16, Con +16, Wis +15 Abhorred Stench. Any creature that starts its turn within 5 feet of Charybdis must succeed on a DC 24 Constitution saving throw or be poisoned and stunned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of Charybdis for 1 hour. Creatures with the Keen Smell trait have disadvantage on the save. Aggressive. As a bonus action, Charybdis can move up to its speed toward a hostile creature that he can see. Innate Spellcasting. Charybdis’s spellcasting abillity Charisma (spell save DC 24, +11 to hit with spell attacks). Charybdis can innately cast the following spells. At will: detect magic, ray of frost Legendary Resistance (3/Day). If Charybdis fails a saving throw, he can choose to succeed instead. Magic Resistance. Charybdis has advantage on saving throws against spells or other magical effects. Magic Weapons. Charybdis’s weapon attacks are magical. Slippery. Charybdis has advantage on ability checks and saving throws made to escape a grapple. Rampage. When Charybdis reduces a creature to 0 hit points with a melee attack on its turn, Charybdis can take a bonus action to move up to half its speed and make a bite attack. Reckless. At the start of his turn, Charybdis can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Underwater Camouflage. Charybdis has advantage on Dexterity (Stealth) checks made while underwater. ACTIONSMultiattack. Charybdis makes three attacks, only one of which may be a bite. Charybdis cannot bite another creature, until he ends the grapple on the creature he has previously bitten. Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage and the target is grappled. Until this grapple ends, the target is restrained, and Charybdis can't bite another target. If the target is Large or smaller, it is swallowed and the grapple ends. If it is a Huge creature, Charybdis must make a second bite attack to swallow it. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Charybdis, and it takes 42 (12d6) acid damage at the start of each of Charybdis' turns. If the target is a Huge creature, it must succeed a DC 25 Strength saving throw or be swallowed. Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed a DC 25 Strength saving throw or be pushed 15 feet away. REACTIONSUnbridled Fury. In response to being hit by a melee attack, Charybdis can make one melee weapon attack with advantage against the attacker. LEGENDARY ACTIONSCharybdis can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 his turn. |
The Deep Devourer, Son of Demogorgon, Charybdis is a repugnant, muculent monster who devours any creature he can get his teeth upon. He is as destructive and sadistic as Hethradiah, the right head of Demogorgon, and only has one being he wants to destroy more than him: his sister, Scylla. Charybdis' LairCharybdis dwells on the layer of the Abyss known as the Strait of Messina, a great canyon formed from a tributary of the Gaping Maw. He is forced to share this realm with Scylla, who dwells on one side of the canyon while Charybdis takes the other, his side being heavily waterlogged and deep, and hers having high rocks and being shallow. Charybdis's principal lair is the Sunken Cove, which can only be accessed underwater. The layer itself is a water-logged cavern, covered in torn-up born, dried blood, and slime, and the air is choking with the stench of death. Lair ActionsOn initiative count 20 (losing initiative ties), Charybdis takes a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row: Regional EffectsThe region containing Charybdis’s lair is warped by his magic, creating one or more of the following effects:
If Charybdis dies, these effects fade over the course of 1d10 days. Madness of CharybdisIf a creature goes mad in Charybdis's lair or within line of sight of the demon lord, roll on the Madness of Charybdis table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
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