Huge Aberration, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft., climb 20 ft.
STR
21 (+5)
DEX
8 (-1)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +8, INT +10, WIS +8
Skills History +12, Intimidation +14, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Truesight 60 ft, Passive Perception 20
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The abolithid can breathe air and water.

Mucous Cloud. While underwater, the abolithid is surrounded by transformative mucus. A creature that touches the abolithid or that hits it with a melee attack while within 5 feet of it must make a DC 16 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

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

Creature Sense. The abolithid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics).The abolithid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, levitate
  • 1/day each: dominate monster, planeshift (self only)
Magic Resistance. The abolithid has advantage on saving throws against spells and other magical effects.

 

Actions

Multiattack. The abolethid makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 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 [rollable](1d12);{"diceNotation":"1d12

Extract Brain. Melee Weapon Attack: +10  piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The abolithid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 30 (5d8 + 6)  psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enslave (5/Day). The abolithid targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the abolithid until the abolithid dies or until it is on a different plane of existence from the target. The charmed target is under the abolithid's control and can't take reactions, and the abolithid 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 abolithid.

 

Bonus Actions

 

Reactions

 

Legendary Actions

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

Detect. The abolithid makes a Wisdom (Perception) check.

Tail Swipe. The abolithid makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the abolithid takes 10 (3d6) psychic damage, and the abolithid regains hit points equal to the damage the creature takes.

Mythic Actions

 

Description

 An Abolithid is a creation made from performing ceremorphosis on an Aboleth, but is extremely rare, especially the older an Aboleth is. Sometimes, when an Aboleth completes Ceremorphosis, they create an Abolithid, a terrifying monstrosity that rivals the Elder Brain. Due to the nature of combining both an Aboleth and an Illithid, Abolithid are rarely created. However, when one is created, it tends to either take over the colony, destroy it, or is put to sleep by the Colony in order to prevent it from causing any destruction or overthrow the elder brain.

Lair and Lair Actions

Abolithid's lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An abolithid spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers but mostly when it succede in replacing an Elder Brain in an illithid's community it spends most of its time ruling over there due to the terror the other illithid has against him.

Lair Actions

When fighting inside its lair, an abolithid 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:

  • The abolithid 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 abolithid 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 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 abolithid surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The abolithid can’t use this lair action again until it has used a different one.
  • Water in the abolithid’s lair magically becomes a conduit for the creature’s rage. The abolithid can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage. The abolithid can’t use this lair action again until it has used a different one.

Regional Effects

The region containing an abolithid’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 abolithid’s lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the abolithid that drink such water vomit it within minutes.
  • As an action, the abolithid can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the abolithid has seen before or in any location a creature charmed by the abolithid can currently see. Once created, the image lasts for as long as the abolithid maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the abolithid. The abolithid 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 abolithid dies, the first two effects fade over the course of 3d10 days.

Monster Tags: aberration

Habitat: UnderdarkUnderwater

NemesiusNoctis

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