Kharibdyss (5e Creature)

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Huge monstrosity, neutral

Armor Class 16 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 25 ft., swim 50 ft.

24 (+7) 14 (+2) 20 (+5) 4 (-3) 14 (+2) 5 (-3)

Damage Resistances cold
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge 10 (5,900 XP)

Many Headed. The kharibdyss has five heads. While it has more than one head, the kharibdyss has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the kharibdyss takes 30 or more damage in a single turn, one of its heads dies.

Reactive Heads. For each head the kharibdyss has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Sea Monster. The kharibdyss has advantage on Dexterity ability checks and saving throws whilst submerged in water. It can also breathe air and water.


Multiattack. The kharibdyss makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 16). Additionally, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the kharibdyss hits with a bite attack against a poisoned creature, that creature takes an additional 3 (1d6) poison damage.

The kharibdyss is a loathsome beast of the uncharted depths, its kind seldom seen on land. A bottom-feeding monster that hunts the ocean floors, kharibdyss are noted for their ferocious appetites, and their voracious eagerness to attack and consume any creature that crosses their paths. The beasts can sometimes be seen on or near the surface of broken isles near the coast, often following in the wake of a vessel, tentacles writhing with slime and sea-spray as the beast hunts for tasty morsels. Fiercely territorial, packs of the creatures are known to congregate near sources of food—large schools of fish, beached black krakens, and shipwrecks become irresistible feasts that draw in monsters from many miles away.

Devourer From the Deep. If there is enough food to tempt it, the kharibdyss can wade through the surface and spend indefinitely long periods on land. Smelling of fish innards and salt-ridden rotten meat, the kharibdyss' digestive juices are exceedingly powerful—dissolving flesh, bone and even metal in a matter of minutes. It is perhaps this ability that leaves the monsters eternally hungry, for a kharibdyss is never sated, but will continue to eat until there is nothing left to catch. Gemstones, however are curiously resistant to the attentions of the monster's gullet.
Indeed, the belly of a slain kharibdyss is often something of a treasure trove, full of whatever magical possessions adorned its victims at the moment of digestion.

Ocean War Beast. Its slimy body is adapted to resist the fantastic pressures of the ocean. Once on land, this translates to the plodding behemoth possessing colossal strength and impressive resilience. It will wade through a storm of arrows to reach its prey, its many serpentine necks weaving back and forth. Smaller foes are plucked from the battlefield and swept into the kharibdyss' maws by its crown of flailing tentacles; larger ones are entangled and held fast whilst razor-sharp teeth feast upon their succulent flesh. If this isn't dangerous enough, the kharibdyss secretes a poisonous slime—its claws and teeth and rasping scales all capable of killing prey with just a scratch.

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