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Charybdis

An immense spiny monster, its back plated in chitin and its belly in thick folds of blubber, rises hungrily from the center of a whirlpool.

Charybdis CR 13

XP 25,600
CN Gargantuan aberration (aquatic)
Init +3; Senses blindsight 60 ft., darkvision 120 ft.; Perception +23

DEFENSE

AC 28, touch 5, flat-footed 28 (-1 Dex, +23 natural, -4 size)
hp 184 (16d8+112); fast healing 10
Fort +12, Ref +6, Will +14
Immune acid; Resist cold 20

OFFENSE

Speed 20 ft., swim 50 ft.
Melee bite +20 (2d8+12/19-20 plus grab), 2 claws +20 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks fast swallow, rending claws, swallow whole (6d6 bludgeoning damage plus 6d6 acid damage, AC 21, hp 18), vortex

STATISTICS

Str 34, Dex 9, Con 25, Int 4, Wis 19, Cha 6
Base Atk +12; CMB +28 (+32 grapple); CMD 37 (can't be tripped)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Perception +23, Swim +20
Languages Aquan

SPECIAL ABILITIES

Rending Claws (Ex)

A charybdis’s claws are particularly devastating when used against objects, and ignore the first 10 points of an object’s hardness rating.

Vortex (Su)

A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind special attack, but the whirlpool can only form underwater and cannot leave the water. It’s a DC 25 Reflex save to avoid being caught by the charybdis’s vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 2d6+12 points of damage per round. The save DC is Constitution-based.