Giant, Charybdis

Family: Giant

Gargantuan giant, neutral evil

Armor Class 15 (natural armor)
Hit Points 341 (22d20 + 110)
Speed 0 ft., swim 100 ft.

29 (+9) 14 (+2) 20 (+5) 12 (+1) 18 (+4) 12 (+1)

Saving Throws Strength+10, Constitution+11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, poison
Condition Immunities poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 14
Languages Aquan, Giant
Challenge 17 (18,000 XP)

Special Traits

  • Amphibious. The Charybdis giant can breathe air and water.
  • Legendary Resistances (3/Day). If the Charybdis giant fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. The charybdis giant has advantage on saving throws against spells and other magical effects.
  • Siege Monster. The Charybdis giant deals double damage to objects and structures.


  • Multiattack. The charybdis giant makes two slam attacks or two water jet attacks.
  • Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage, and the target is grappled (escape DC 23). The charybdis giant can grapple up to four targets. When the charybdis giant moves, all creatures it is grappling move with it.
  • Water Jet. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 23 Strength saving throw.

Legendary Actions

The charybdis giant can take 3 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. the charybdis giant regains spent legendary actions at the start of its turn.

  • Crush. One creature that the charybdis giant is grappling is crushed for 25 (3d10 + 9) bludgeoning damage.
  • Fling (Costs 2 Actions). The charybdis giant releases one creature it is grappling by flinging the creature up to 60 feet away from it, in a direction of its choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.
  • Whirlpool (Costs 3 Actions). The charybdis giant targets a body of water at least 100 feet square and 50 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 10 feet wide at the base, up to 100 feet wide at the top, 50 feet tall, and lasts for 1 minute or until the charybdis giant is incapacitated. Any creature or object in the water and within 50 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 23 Strength (Athletics) check. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 23 Strength saving throw. On a failed save, the creature takes 18 (4d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 18 (4d8) bludgeoning damage. This damage occurs each round it remains in the vortex.


This tremendous giant’s hair sways with the currents of the water as its cheeks puff up, sucking in thousands of gallons, only to expel them a moment later.

Charybdis giants are cursed to live beneath the sea, overcome with an all-consuming thirst that they struggle to quench, even sequestered at the bottom of the ocean. They take out their frustrations on the ships in the sea above and use their special powers to wreck all who cross them.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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