Large Elemental, Any Alignment
Armor Class 18 (natural armor)
Hit Points 198 (23d10 + 60)
Speed 20 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
18 (+4)
WIS
21 (+5)
CHA
19 (+4)
Saving Throws CON +9, INT +9, WIS +10
Skills History +12, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Primordial, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The aboleth can breathe air and water.

Magma Form. Any creature that touches the aboleth or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. 

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

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 5) fire damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 11 (3d6) fire damage and the creature must make a DC 19 Strength saving throw or pushed 10 ft. and be knocked prone.

Summon Elementals (3/Day). The aboleth summons up to two fire elementals and loses 20 hit points for each elemental they summons. Summoned elementals have maximum hit points, appear within 100 feet of the aboleth, and disappear if the aboleth is reduced to 0 hit points.

Legendary Actions

The 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 aboleth makes a Wisdom (Perception) check.

Tail Swipe. The aboleth makes one tail attack.

Lava Plume (Costs 2 Actions). A wave of lava flows out from the aboleth's body. Each creature within 10 feet of the aboleth must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) fire damage and be knocked prone. The Aboleth can then move it's full walking speed or half it's swim speed (whichever is applicable).

Description

Lava-Flow Aboleths are a bizarre sight to behold, a large fish that somehow can swim in lava. Their outer body is covered in skin seemingly made of obsidian rock, with cracks running along the surface of the creature that look like veins of molten magma. The three eyes of this aboleth seem to shift between reds, oranges, and yellow. It's four long tendrils look like flexible tubes of flowing black glass, with each one tipped in a glowing mass of molten rock that burns brightly.

These Aboleth are one of several spawns of Xezithic, the ancient Primordial Aboleth that came into contact with the overwhelming magical energies of the Elemental Chaos at the height of the Dawn Wars. The energies changed them completely, during the once ancient aberration into a purely elemental force and with it, the understanding of chaos and raw elemental and arcane might. After the Dawn Wars and the subsequent exodus of the gods from Salvera Xezithic spawned the first of his new creations, each representing one of the four most common elements. Lava-Flow Aboleths represent fire, that which can destroy and cleanse, and yet that which can warm and nurture life new and old. That which can be an all consuming fury and yet all that can be ever fervor.

Because of this, Lava-Flow Aboleths can actually vary wildly in their views of the world and those who live in it. Some of these Aboleth may simply become unstoppable forces of fire and brimstone, scorching any and all in their path. Others however, may act as forces of protection and bounty, providing those living near their lands with volcanic rich soils and warm weather. Others may take part in beneficial cleansings of forests that are too sick to heal, allowing for new plants to take root. Others may share the fire's wisdom with others who seek it.

Lair and Lair Actions

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

Lair Actions

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

  • Magma erupts from a point on the ground the aboleth can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the aboleth can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • Once per day, the aboleth can alter the weather in a 5-mile radius centered on its lair. The aboleth doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Soils within 5 mile of the lair are supernaturally fertile, causing all plants grown faster and healthier.
  • As an action, the aboleth can create an illusory image of itself within 5 miles of the lair. The copy can appear at any location the aboleth has seen before by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The 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 aboleth dies, the first two effects fade over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2021 10:23:22 PM
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Monster Tags: abberationElementalaberration

Habitat: Mountain

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