

Gemstones, however are curiously resistant to the attentions of the monster's gullet. 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. 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.

If there is enough food to tempt it, the kharibdyss can wade through the surface and spend indefinitely long periods on land. 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.ĭevourer From the Deep. 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. A bottom-feeding monster that hunts the ocean floors, kharibdyss are notedįor their ferocious appetites, and their voracious eagerness to attack and consume any creature that crosses their paths. The kharibdyss is a loathsome beast of the uncharted depths, its kind seldom seen on land. When the kharibdyss hits with a bite attack against a poisoned creature, that creature takes an additional 3 (1d6) poison damage. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. If the target is a Medium or smaller creature it is grappled (escape DC 16). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. The kharibdyss makes as many bite attacks as it has heads.īite.

The kharibdyss has advantage on Dexterity ability checks and saving throws whilst submerged in water. For each head the kharibdyss has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Whenever the kharibdyss takes 30 or more damage in a single turn, one of its heads dies. While it has more than one head, the kharibdyss has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Senses darkvision 60 ft., passive Perception 12
