Undead Nature. The abolich doesn't require air, food, drink, or sleep.
Magic Resistance. The abolich has advantage on saving throws against spells and other magical effects.
Mucous Cloud. While underwater, the abolich is surrounded by transformative mucus. A creature that touches the abolich or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature loses 1d10 max hit points and counts as the creature type Undead for the duration.
Probing Telepathy. If a creature communicates telepathically with the abolich, the abolich learns the creature's greatest fears if the abolich can see the creature.
Turn Resistance. The abolich has advantage on saving throws against effects that turn undead.
Rejuvenation. If it has a phylactery, a destroyed abolich gains a new body in 1d110 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Multiattack. The aboleth makes three emaciated tentacle attacks.
Emaciated Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage as the thin leftovers of the Abolich's tentacles whip across a creature, rending their flesh. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become afflicted by the necrotic disease carried by the undead creatue. The affliction has no effect for 1 minute and can be removed by any magic that cures disease or removes curse. After 1 minute, the skin becomes grey and thin, the creature can't regain hit points, and the disease can be removed only by heal or another disease-curing or curse removing spell of 6th level or higher. When the creature is out of contact with dead matter, it takes 6 (1d12) necrotic damage every 10 minutes unless dead matter is injested.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The abollich targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the abolich until the abolich dies or until it is on a different plane of existence from the target. The charmed target is under the abolich's control and can't take reactions, and the abolich 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 abolich.
The abolich 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 creature's turn. The abolich regains spent legendary actions at the start of its turn.
Detect. The abolich makes a Wisdom (Perception) check.
Tail Swipe. The abolich makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the abolich takes 10 (3d6) necrotic damage, and the abolich regains hit points equal to the damage the creature takes.
Description
An immortal aboleth who has, for whatever reason, undergone to the horrific process of embracing lichdom. The ritual to turn an aboleth into an abolich is of a great scale, requiring the sacrifice of the souls and minds of dozens to thousands of mortal, depending on the current age of the aboleth's soon to be emaciated body.
Lair and Lair Actions
Abolich lair in subterranean lakes filled with refuse and the dead or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen abolich city and the bodies of the many hundreds or thousands needed to complete the horrid transformation from aberration to undead. An abolich spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
Lair Actions
When fighting inside its lair, an abolich can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the abolich takes a lair action to cause one of the following effects:
- The abolich casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the abolich can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the abolich’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Pools of filth and mounds of decaying matter within 90 feet of the abolich surge outward in the form of grasping undead claws. Any creature on the ground within 20 feet of such a pool or mound must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the mount or pool and knocked prone. The abolich can’t use this lair action again until it has used a different one.
- Water in the abolich’s lair magically becomes a conduit for the creature’s rage. The abolich can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The abolich can’t use this lair action again until it has used a different one.
Regional Effects
The region containing an abolich’s lair is warped by the creature’s presence, which creates one or more of the following effects:
- Underground surfaces within 1 mile of the abolich’s lair are slimy and wet and count as difficult terrain.
- Water sources within 1 mile of the lair are supernaturally fouled. Non-undead creatures that drink such water vomit it within minutes.
- As an action, the abolich can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the abolich has seen before or in any location a creature charmed by the abolich can currently see. Once created, the image lasts for as long as the abolich maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the abolich. The abolich can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
- All plant life within 1 mile of the abolich's lair becomes withered and appears dead, though they remain animated by unlife.
- All creatures (except Constructs and Fey) within 1 mile of an abolich's lair reanimate after death into undead versions under the telepathic control of the abolich.
- All undead within 1 mile of the abolich's lair reanimate within 1d4 days of being slain, excluding the Abolich itself. Lost body parts are reattached or regrown.
If the abolitch dies, all effects fade over the course of 3d10 days.
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