Amphibious. The abholder can breathe air and water.
Innate Spellcasting (Psionics). The Abholder's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells/
At will:levitate
1/day each: confusion,feeblemind
Antimagic Cone. The abholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the abholder decides which way the cone faces and whether the cone is active. The area works against the abholder's own eye rays.
Legendary Resistance (3/day). If the abholder fails a saving throw, it can choose to succeed instead.
Multiattack. The Abholder makes three tentacle attacks, tail attacks, or eye rays in any combination.
Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 7) Bludgeoning damage plus 18 (4d8) psychic damage and the target is grappled. At the end of the grappled creature's turn it may escape the grapple by succeeding a DC 22 Strength or Dex saving throw.
Swallow. The Abholder swallows all grappled creatures at once. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the abholder, and it takes 35 (10d6) psychic damage at the start of each of the abholder's turns. If the abholder takes 30 damage or more in a single turn from a creature inside it, or 60 damage from a creature outside it, it must succeed a DC 18 constitution saving throw at the end of that turn or regurgitate the swallowed creatures in an open space within 15ft. from the abholder.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) Bludgeoning damage.
Eye Rays. The abholder shoots the following magical eye rays at random (reroll duplicates), choosing one target it can see within 120 feet of it:
- Charm Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be charmed by the abholder for 1 hour, or until the abholder harms the creature.
- Paralyzing Ray. The targeted creature must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Fear Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Slowing Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Enervation Ray. The targeted creature must make a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 19 Strength saving throw or the abholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the abholder’s next turn or until the abholder is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The abholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
- Sleep Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Petrification Ray. The targeted creature must make a DC 19 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non-magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
- Death Ray. The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Enslave (3/day). The abholder targets one creature it can see within 40 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed by the abholder until the abholder dies or until it is on a different plane of existence from the target. The charmed target is under the abholder's control and can't take reactions, and the abholder and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the abholder.
The abholder can take 3 legendary actions, choosing from the options below. It can take only 1 legendary action at a time and only at the end of another creature's turn. The abholder regains spent legendary actions at the start of its turn.
Eye Ray. The abholder uses one random eye ray
Tail Swipe. The abholder makes one tail attack.
Tentacle Whip. The abholder makes one tentacle attack.
Lair and Lair Actions
When fighting inside its lair, an abholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing ties) the abholder can take one lair action to cause the following effects:
- A 30-foot square area of ground within 200 feet of the abholder becomes slimy and under the effects of the Hunger of Hadar. This effect lasts until the next lair action takes effect.
- One random spell selected from the warlock spell list takes place against the most effective target. Any effects given from this action are removed by the next lair action taking effect.
- An eye opens on a surface and one random eye ray is shot at a target of the abholder's choice.
- The abholder consumes an allied creature, and heals half of its current health.
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