Great Charybdis, the Fleet Eater

Gargantuan aberration, chaotic neutral

Armor Class 21 (natural armor)
Hit Points 703 (38d20 + 304)
Speed 40 ft., swim 200 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 26 (+8) 4 (-3) 24 (+7) 6 (-2)

Saving Throws Strength+16, Wisdom+14
Skills Athletics +16, Perception +14
Damage Resistances fire, lightning, necrotic, thunder
Damage Immunities acid, cold
Condition Immunities frightened, prone
Senses blindsight 300 ft., darkvision 600 ft., passive Perception 24
Languages Aquan (can’t speak)
Challenge 23 (50,000 XP)

Special Traits

  • Colossal Creature. Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain, and treat thick forests, settlements, or mountains as difficult rather than impassable terrain.
  • Amphibious. Great Charybdis, the Fleet Eater can breathe both water and air.
  • Vortex. Great Charybdis, the Fleet Eater can create a whirlpool around itself as an action, as long as it is in water that is at least 100 feet deep. The whirlpool ends if it loses Concentration. The whirlpool’s diameter at the water’s surface is half its depth, to a maximum diameter of 250 feet if the water is 500 feet deep or greater. A creature that enters the whirlpool or starts its turn there must make a DC 26 Strength saving throw. On a failure, the creature is caught up in the whirlpool and suffers 35 (10d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool, which follows Great Charybdis, the Fleet Eater’s movement. A ship that enters the whirlpool or starts its turn there must have its captain or helmsman succeed on a DC 21 Strength (water vehicles) or Wisdom (water vehicles) check. On a failure, the ship takes 35 (10d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool.
  • Legendary Resistance (3/Day). If Great Charybdis, the Fleet Eater fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. Great Charybdis, the Fleet Eater makes one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (5d8 + 9) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by Great Charybdis, the Fleet Eater. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Great Charybdis, the Fleet Eater, and it takes 35 (10d6) acid damage and 35 (10d6) bludgeoning damage at the start of each of Great Charybdis, the Fleet Eater’s turns. If Great Charybdis, the Fleet Eater takes 70 damage or more on a single turn from a creature inside it, it must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Great Charybdis, the Fleet Eater dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  • Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 9) piercing damage.

Legendary Actions

Great Charybdis, the Fleet Eater 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. Great Charybdis, the Fleet Eater regains spent legendary actions at the start of its turn.

  • Claw. Great Charybdis, the Fleet Eater makes a claw attack.
  • Dire Currents. Great Charybdis, the Fleet Eater chooses one creature or ship within 1 mile that is in contact with the water. If it is a creature, it must succeed on a DC 21 Strength saving throw or be pulled to any space up to 250 feet closer to Great Charybdis, the Fleet Eater. If it is a ship, its captain or helmsman must succeed on a DC 21 Strength (water vehicles) or Wisdom (water vehicles) check or be pulled to any space up to 100 feet closer to Great Charybdis, the Fleet Eater.
  • Recover. Great Charybdis, the Fleet Eater regains 75 hit points. Once it uses this ability, it can’t do so again until the end of its next turn.

About

Great Charybdis, the Fleet Eater, is one of the better known dangers of sea voyages, particularly in the treacherous, rocky waters that are its home. Ships that come too near to it are drawn into its vortex, and only the greatest captains or helmsmen could hope to endure such a danger.

Bottomless Hunger. There is no known substance that Great Charybdis, the Fleet Eater can’t eat, as even deadly poisons are unlikely to prove fatal to something as powerful as it is. Its hunger has never been sated, not even the times that it earned its moniker. It perpetually drinks the sea surrounding it and belches it back out again.

Misbegotten of the Gods. Great Charybdis, the Fleet Eater was born of a sea god’s passion, or perhaps madness. Some scholars have suggested that its purpose is to test the sailors who pass by, for the sea god hopes to identify the greatest of them for some grand honor. Naturally, none have yet been found worthy.

Section 15: Copyright Notice

Kaiju Codex. © copyright 2015 Rite Publishing Steven D. Russell; Authors Elaine Betts and Justin P. Sluder

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