Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 147 (20d10 + 36)
Speed 10 ft., Swim 40 ft.
STR
22 (+6)
DEX
13 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +7, INT +9, WIS +7
Skills History +12, Perception +10
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The arctic aboleth can breathe air and water.

Icy plumage. The arctic aboleth is covered in icy, silvery plumage. A creature that touches the arctic aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature is frozen for 1d6 rounds. 

Probing Telepathy. If a creature communicates telepathically with the arctic aboleth, the arctic aboleth learns the creature's greatest desires if the arctic aboleth can see the creature.

Clear body. When it is remains still in an icy environment it's clear plumage and body makes it near invisible. adding +10 to it's stealth. 

 

Actions

Multiattack. The arctic aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The arctic aboleth 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 arctic aboleth until the arctic aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the arctic aboleth's control and can't take reactions, and the arctic aboleth 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 arctic aboleth.

Legendary Actions

The arctic aboleth 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 aboleth regains spent legendary actions at the start of its turn.

Detect. The arctic aboleth makes a Wisdom (Perception) check. With Advantage if a creature is in possession of one of it's silver quills.

Tail Swipe. The arctic aboleth makes one tail attack.

Strength Sap (Costs 2 Actions). One creature charmed by the arctic aboleth takes 10 (3d6) cold damage, and their STR score is reduced by 1d4 and the arctic aboleth regains hit points equal to the damage the creature takes.

Lair and Lair Actions

Arctic aboleth's lair in vast ice caves below sea level. Where it tends to stay and lure in thralls and prey, by shedding it's silver quills to attract sailors, and adventurers above. 

Lair Actions

When fighting inside its lair, an arctic aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the arctic aboleth takes a lair action to cause one of the following effects:

  • The arctic aboleth 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 arctic aboleth 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 arctic aboleth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the arctic aboleth surge upward by 5ft and freeze around any creature standing in it. They must then spend an action to free themselves or remain restrained. The arctic aboleth can’t use this lair action again until it has used a different one.
  • Water in the arctic aboleth’s lair magically becomes a conduit for the creature’s rage. The arctic aboleth 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) cold damage. The aboleth can’t use this lair action again until it has used a different one.

Regional Effects

The region containing an arctic aboleth’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Shores  within 50 mile of the Arctic aboleth’s lair are icy and spikey and are difficult terrain. Creatures will also take 1d2 damage when walking across it.
  • Water sources within 1 mile of the lair are supernaturally cold. Enemies of the arctic aboleth that drink such water take 1d4cold damage.
  • As an action, the arctic aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the arctic aboleth has seen before or in any location a creature charmed by the arctic aboleth can currently see. Once created, the image lasts for as long as the arctic aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the arctic aboleth. The arctic  aboleth 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.

If the arctic aboleth dies, the first two effects fade over the course of 3d10 days.

Monster Tags: abberation

Habitat: Arctic

Malcolm_the_Griffin2

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