Karlabos (Final Fantasy V)

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Karlabos,

also known as Karl Boss, is a boss in Final Fantasy V. It pulls the party's ship into a whirlpool and attacks them while they are navigating the Torna Canal, where it had been sealed. After the battle Karlabos drags Syldra into the vortex. Without Syldra to tow along their ship, the party is set adrift. According to an abitant of Tule it targets only women, seeing it attacked Syldra.



Karlabos

Huge amphibian, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 237 (19d12 + 114)
  • Speed 20 ft., swim 60 ft..

STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 22 (+6) 10 (+0) 20 (+5) 10 (+0)

  • Saving Throws Str +14, Dex 12, Con +13, Int +7, Wis +12
  • Skills Perception +12, Stealth +12
  • Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Condition Immunities Charm, Frightened, Petrified, Paralyzed, Sleep
  • Senses blindsight 120 ft., passive Perception 22
  • Languages -
  • Challenge 21 (33,000 xp)

Amphibious. The Karlabos can breathe air and water.

Adhesive Filament. The Karlabos can use its action to extend a sticky filament up to 300 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the Karlabos (escape DC 21), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 20; 30 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 21 Strength check to pull free. Destroying the filament causes no damage to the Karlabos, which can extrude a replacement filament on its next turn.

Magic Resistance. The Karlabos has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Karlabos makes two attacks with its feelers.

Feelers. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 18 (3d6 + 7) piercing damage and the target must make a DC 21 Constitution saving throw or become paralyzed for 1 minute. The target can repeat its saving throw at the end of its turn, ending the effect on a success.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit 21 (3d8 + 7) bludgeoning damage.

Hydropump (recharge 5-6). The Karlabos releases a high pressure stream of water in an 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage and not on a successful one.

Filament. One creature grappled by the Karlabos’s adhesive filament must make a DC 21 Strength saving throw, provided that the target weighs 1000 pounds or less. On a failure, the target is pulled 100 feet into an unoccupied space towards of the Karlabos, and the Karlabos makes a feeler attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the Karlabos can’t extrude another filament.

Legendary Actions

The Karlabos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The Karlabos regains spent legendary actions at the start of its turn.

Detect. The Karlabos makes a Wisdom (Perception) Check.

Tail Attack. The Karlabos makes a tail attack.

Pull (Costs 2 Actions). The Karlabos uses its Filament.

 

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