Charybdis, Hunger Beneath the Waves
“Face the ocean’s hungriest nightmare—Charybdis, the living whirlpool that devours entire fleets in a single breath!”

Charybdis appears as a massive, living whirlpool—roughly 75 to 100 feet across—churning with supernatural violence. At its center, the sea opens into a gaping, circular maw rimmed with frothing, serrated currents. Beneath the surface, keen-eyed sailors may glimpse flashes of something organic: a leathery membrane, a pulsing throat, or a vast lidless eye glimmering in the dark. When she inhales, the ocean trembles.
Behaviour
Charybdis is a semi-sentient force of destruction, lying dormant for long stretches, her waters eerily calm. But when roused—by a passing ship, an offering, or sheer hunger—she stirs the sea into deadly motion. Her cycles of inhalation and expulsion happen three times per day, like a divine pulse. She does not pursue prey. The sea itself is her reach.
Habitat
She is anchored to a narrow strait—most famously the Strait of Messina, opposite her counterpart Scylla. Her presence taints the region: fish flee, winds grow still, and tides warp strangely. Though bound to a location by Zeus’s curse, some sailors claim to have seen her or her like elsewhere—always in deep, narrow, treacherous waters.
Modus Operandi
When prey approaches, Charybdis begins to drink the sea, forming a great funnel that pulls in anything afloat—ships, sea beasts, even fragments of coastline. No ordinary vessel can resist her pull; masts snap and hulls crack before they vanish into her depths. Those taken are lost to a submerged void where time warps and light dies. After some time, she belches back shattered wreckage and bone.
Motivation
Charybdis is not evil—she is cursed. Once a divine or semi-divine being, she aided her father Poseidon in flooding vast tracts of land. For this, Zeus cursed her with unending hunger, transforming her into a monstrous engine of destruction. Her consumption is not out of malice, but compulsion—an eternal punishment echoing through the tides.
Charybdis 5e 2024
Charybdis, Pathfinder
Charybdis 3.5
Charybdis

Gargantuan Monstrosity (Mythic), Chaotic Evil
Challenge 26 (90,000 XP) Proficiency Bonus +9
Armor Class 21 (natural armor)
Hit Points 600 (40d12 + 360)
Speed Stationary (bound to a fixed point in the sea)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
35 (+12) | 10 (+0) | 30 (+10) | 6 (−2) | 20 (+5) | 18 (+4) |
Saving Throws Str +21, Con +19, Wis +14
Skills Perception +23
Damage Resistances fire, lightning
Damage Immunities cold, psychic
Condition Immunities charmed, frightened, stunned
Senses blindsight 300 ft., darkvision 120 ft., passive Perception 33
Languages understands Aquan and Primordial but can’t speak
TRAITS
Legendary Curse.
Once a sea nymph, Charybdis was cursed by the gods for flooding the land to expand her father’s realm. Now bound to the ocean floor, she devours endlessly. Though immobile, her influence extends up to 1 mile.
Amphibious Maw.
Charybdis can breathe both air and water.
Unstoppable Hunger.
When Charybdis reduces a creature to 0 hit points or swallows one, she regains 30 hit points.
Whirlpool Body.
Charybdis forms a vortex 300 feet wide, centered on her. The area within 1,000 feet is difficult terrain for swimming creatures and ships. In her lair, she can shift the vortex center 500 feet with a lair action.
Titanic.
Charybdis’s melee attacks ignore resistance to bludgeoning, piercing, and slashing damage.
Thrashing Tentacles.
Dozens of massive, sucker-lined tendrils extend up to 60 feet from her body. They can grapple and slam targets independently, and create secondary effects detailed in her actions.
ACTIONS
Multiattack.
Charybdis makes one Bite, one Slam, and one Tentacle Whip attack.
Bite. Melee Weapon Attack: +21 to hit, reach 30 ft., one target.
Hit: 52 (6d10 + 12) piercing damage. If the target is Large or smaller, it is grappled (escape DC 26). While grappled, the target is restrained, and Charybdis cannot bite another target.
Slam. Melee Weapon Attack: +21 to hit, reach 25 ft., one target.
Hit: 34 (4d8 + 12) bludgeoning damage.
Tentacle Whip. Melee Weapon Attack: +21 to hit, reach 60 ft., one target.
Hit: 41 (6d8 + 12) bludgeoning damage. The target must succeed on a DC 26 Strength saving throw or be grappled and pulled 30 feet closer. Charybdis can maintain up to three tentacle grapples simultaneously.
Swallow.
Charybdis swallows one grappled creature. The creature is blinded, restrained, and has total cover. At the start of each of Charybdis’s turns, it takes 36 (8d8) acid damage. If the creature dies, Charybdis regains 40 hit points.
A creature can escape by dealing 80 damage to the gullet (AC 22) using a light slashing or piercing weapon.
Vortex Pull (Recharge 5–6).
Charybdis targets creatures and objects of her choice within 300 feet. Each must succeed on a DC 26 Strength saving throw or be pulled 60 feet closer and knocked prone. Creatures caught in the vortex suffer disadvantage on attack rolls and Dexterity saving throws until the start of their next turn.
- Flying creatures are dragged downward.
- Ships must succeed on a DC 26 Vehicle check (Dexterity or Strength) or begin to capsize.
- Water in the area becomes difficult terrain for 1 minute.
Crushing Surge (Recharge 5–6).
Charybdis releases a shockwave in a 120-foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 55 (10d10) bludgeoning and 27 (6d8) thunder damage on a failed save, or half as much on a success.
On a failure by 5 or more, a creature is knocked prone and pushed 60 feet away.
LEGENDARY ACTIONS
Charybdis can take 3 legendary actions, using one at a time at the end of another creature’s turn.
- Slam. Charybdis makes one Slam attack.
- Draw Down. One creature within 300 feet must make a DC 26 Strength saving throw or be pulled 60 feet closer.
- Mist the Surface (2 Actions). A 1,000-foot radius becomes lightly obscured by sea mist until the end of Charybdis’s next turn. Ranged attacks beyond 60 feet are made with disadvantage.
MYTHIC TRAIT & ACTIONS
Mythic Resurrection (1/Day).
When reduced to 0 hit points, Charybdis does not die. Instead, the sea churns violently as she regains 300 hit points. For the next 3 rounds, she can use one mythic action at the end of each of her turns.
Abyssal Maw (Mythic Only).
All creatures within 30 feet must make a DC 26 Dexterity saving throw or be swallowed whole. On a success, a creature is pushed 60 feet away and knocked prone.
LAIR ACTIONS
On initiative count 20 (losing ties), Charybdis can use one of the following effects while in her lair:
- Maelstrom Shift. She shifts the center of her vortex up to 500 feet in any direction.
- Maelstrom Pull. All creatures and objects of her choice within 300 feet must succeed on a DC 26 Strength saving throw or be pulled 60 feet closer, knocked prone, and caught in the swirling vortex (disadvantage on attacks and Dex saves until the start of their next turn).
- Obscuring Sea Mist. A 1,000-foot radius is covered in thick mist. Creatures inside are blinded unless they have blindsight.
REGIONAL EFFECTS
The region around Charybdis is warped by her presence:
- The sea within 6 miles is eerily calm—until rogue currents strike unpredictably.
- Teleportation and planar travel fail within 3 miles.
- Creatures that drown within 1 mile are erased from existence; their souls devoured.
If Charybdis is slain, the waters recede and warm. Ships long thought lost rise from the deep, and her curse ends.
Charybdis

Charybdis was a sea monster, daughter of Poseidon and Gaia. She takes form as a monstrous mouth. She swallows huge amounts of water three times a day and then belches them back out again creating whirlpools. Charybdis was originally a sea-nymph who flooded land to enlarge her father’s underwater kingdom, until Zeus turned her into a monster. He was angry that she was taking so much of his land and made it so that she would be incredibly thirsty three times a day and suck in the water.
The myth has Charybdis lying on one side of a narrow channel of water. On the other side of the strait was Scylla, another sea-monster. The two sides of the strait are within an arrow’s range of each other, so close that sailors attempting to avoid Charybdis will pass too close to Scylla and vice versa. The phrase between Scylla and Charybdis has come to mean being in a state where one is between two dangers and moving away from one will cause you to be in danger of the other.
The Argonauts were able to avoid both dangers because they were guided by Thetis, one of the Nereids. Odysseus was not so fortunate; he chose to risk Scylla at the cost of some of his crew rather than lose the whole ship to Charybdis. Traditionally, the location of Charybdis has been associated with the Strait of Messina off the coast of Sicily, opposite the rock called Scylla.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Charybdis is a monstrous creature of water, which produces devouring whirlpools.
It lives beneath a rock, across the strait from the cave of Scylla.
Charybdis | |
Colossal outsider (Aquatic, Chaotic, Evil) | |
Hit Dice | 40d8 + 800 (1,120 hp) |
Initiative | +1 |
Speed | Swim 80 ft. |
Armor Class | 47 (+1 Dexterity, +8 insight, +36 natural, -8 size), touch 11, flat-footed 38 |
Base Attack/Grapple | +40/+76 |
Attack | Bite +52 melee (8d6 + 17 /19-20/x3 and death (DC 42)) |
Full Attack | Bite +52 melee (8d6 +17 /19-20/x3 and death (DC 42)) and 2 slams +47 melee (3d6 + 8) |
Space/Reach | 50 ft. /50 ft. |
Special Attacks | Massive attacks, swallow whole, whirlpool |
Special Qualities | Damage reduction 25/lawful and cold iron, Darkvision, fast healing 20, Spell Resistance 43 |
Saves | Fort +45, Ref +23, Will +30 |
Abilities | Strength 44, Dexterity 12, Constitution 45, Intelligence 14, Wisdom 27, Charisma 20 |
Skills | Climb +60, Hide +36, Intimidate +48, Knowledge (nature) +45, Listen +51, Move Silently +44, Spot +51, Survival +51, Swim +68 |
Feats | Ability Focus (whirlpool), Great Fortitude, Improved Critical (bite), Improved Toughness, Multiattack, Power Attack, Swim-by Attack, Weapon Focus (bite) |
Epic Feats | Devastating Critical (bite), Epic Ability Focus (whirlpool), Epic Fortitude, Epic Toughness, Epic Weapon Focus (bite), Overwhelming Critical (bite) |
Climate/Terrain | The Mediterranean, Warm Aquatic |
Organization | Solitary (unique) |
Challenge Rating | 28 |
Treasure | Double Standard |
Alignment | Chaotic Evil |
Improved Grab: If Charybdis hits with her bite attack, she can immediately make a grapple check as a free action. If she wins she establishes a hold and can attempt to swallow whole.
Massive Attacks (Ex): Charybdis’ bite attack targets all creatures within a 15 foot square. Her slam attacks target any two adjacent 5 foot squares.
Swallow Whole (Ex):Charybdis can attempt to swallow a grabbed opponent by making a grapple check. Once inside, an opponent takes 5d8 points of crushing damage plus 20d6 points of acid damage per round. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal 50 points of damage to Charybdis (AC 30). The inside of Charybdis is entirely filled with liquid, so creatures who cannot breathe water must hold their breath or drown.
Whirlpool: 3/day, Charybdis may swallow all of the water in the immediate area. Every creature within 200 feet of her must make a Swim check (DC 53) or be drawn into her gullet, taking damage as per her swallow whole ability. Success merely exhausts the victim.
Charybdis may also spew forth the water she has swallowed. All creatures within a 500 foot cone take 30d10 points of crushing damage. (Reflex save DC 53 for half.) In addition, the water level rises 40 feet in the immediate area, which may cause other issues.
Charybdis

Colossal Outsider (Aquatic, Chaotic, Evil)
Hit Dice: 40d8+800 (1,120 hp)
Initiative: +1
Speed: Swim 80 ft.
Armor Class: 47 (–8 size, +1 Dex, +36 natural, +8 insight), touch 11, flat-footed 46
Base Attack/Grapple: +40/+76
Attack: Bite +52 melee (8d6+17/19–20/x3 plus death, DC 42)
Full Attack: Bite +52 melee (8d6+17/19–20/x3 plus death, DC 42) and 2 slams +47 melee (3d6+8)
Space/Reach: 50 ft./50 ft.
Special Attacks: Improved grab, massive attacks, swallow whole, whirlpool 3/day
Special Qualities: Darkvision 60 ft., blindsight 300 ft., damage reduction 25/lawful and cold iron, fast healing 20, spell resistance 43, immunity to cold and mind-affecting effects, resistance to fire 30 and electricity 30
Saves: Fort +45, Ref +23, Will +30
Abilities: Str 44, Dex 12, Con 45, Int 14, Wis 27, Cha 20
Skills: Climb +60, Hide +36, Intimidate +48, Knowledge (nature) +45, Listen +51, Move Silently +44, Spot +51, Survival +51, Swim +68
Feats: Ability Focus (whirlpool), Great Fortitude, Improved Critical (bite), Improved Toughness, Multiattack, Power Attack, Swim-by Attack, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Epic Ability Focus (whirlpool), Epic Fortitude, Epic Toughness, Epic Weapon Focus (bite), Overwhelming Critical (bite)
Climate/Terrain: Warm aquatic (e.g., the Mediterranean Sea)
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Double standard
Alignment: Chaotic Evil
Advancement: —
Level Adjustment: —
Legendary Sea Terror
Charybdis is an ancient sea monster, cursed daughter of Poseidon and Gaia, transformed by the wrath of Zeus for drowning lands in her father’s name. What remains of the sea nymph is now a terrifying mouth in the deeps, capable of swallowing ships whole and altering tides with her breath. Opposite Scylla in the narrow strait, she represents one half of an impossible choice—death by fangs or death by drowning.
Special Abilities
Improved Grab (Ex):
If Charybdis hits with her bite, she may attempt to start a grapple as a free action without provoking attacks of opportunity. If successful, she may attempt to swallow the opponent on her next turn.
Massive Attacks (Ex):
Charybdis’s enormous jaws allow her bite attack to affect all creatures within a 15-foot square. Each of her slam attacks can target two adjacent 5-foot squares.
Swallow Whole (Ex):
Charybdis can swallow a grappled opponent of Huge or smaller size. Swallowed creatures take 5d8 bludgeoning damage and 20d6 acid damage per round. Inside her stomach is completely flooded. Creatures that do not breathe water must hold their breath or begin to drown. A swallowed creature can cut its way out by dealing 50 points of damage to the interior (AC 30) with a light slashing or piercing weapon. Once a creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
Whirlpool (Su) 3/day:
As a full-round action, Charybdis inhales with mythic force. All creatures within 200 feet must succeed on a DC 53 Swim check or be drawn directly toward her mouth and automatically grappled. On a successful check, creatures are instead exhausted from the effort to resist. As a standard action, she may reverse the effect, spewing water in a 500-foot cone. All creatures in the cone take 30d10 bludgeoning damage (Reflex DC 53 half). The cone raises water levels by 40 feet for 1 minute, potentially flooding nearby decks, caverns, or shorelines.