Amphibious. The aphoszeliel can breathe air and water.
Insatiable Greed. The aphoszeliel can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.
Keen Sense. The aphoszeliel has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
Horrid Gnashing. The aphoszeliel’s mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:
1–4: The creature is stunned until the end of the turn.
5–6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier.
7–8: The creature doesn’t move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.
Magic Resistance. The aphoszeliel has advantage on saving throws against spells and other magical effects.
Probing Telepathy. If a creature communicates telepathically with the aphoszeliel, the aphoszeliel learns the creature's greatest desires if the aphoszeliel can see the creature.
Rejuvenation. If it dies, the aphoszeliel returns to life in 1d6 weeks and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The aphoszeliel is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Multiattack. The aphoszeliel makes three tentacle attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage plus 7 (2d6) force damage.
Luring Song. The aphoszeliel sings a magical melody. Every humanoid and giant within 300 feet of the aphoszeliel that can hear the song must succeed on a DC 20 Wisdom saving throw or be charmed until the song ends. The aphoszeliel must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aphoszeliel is incapacitated.
While charmed by the aphoszeliel, a target is incapacitated. If the charmed target is more than 5 feet away from the aphoszeliel, the target must move on its turn toward the aphosozeliel by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the aphoszeliel, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this aphoszeliel's song for the next 24 hours.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) 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.
Enslave (3/Day). The aphoszeliel targets one creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the aphoszeliel until the aphoszeliel dies or until it is on a different plane of existence from the target. The charmed target is under the aphoszeliel's control and can't take reactions, and the aphoszeliel 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 aphoszeliel.
Breath of Hopelessness (Recharge 5–6). The aphoszeliel exhales a miasma of underworld winds in a 30-foot cone. Each creature in that area must make a DC 20 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the aphoszeliel hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.
Counterspell. The aphoszeliel attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the aphoszeliel makes a Charisma check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
The aphoszeliel 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.
Cantrip. The aphoszeliel casts a cantrip.
Detect. The aphoszeliel makes a Wisdom (Perception) check.
Psychic Drain (Costs 2 Actions). One creature charmed by the aphoszeliel takes 10 (3d6) psychic damage, and the aphoszeliel regains hit points equal to the damage the creature takes.
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