Huge Aberration, Lawful Evil
Armor Class 19 Natural
Hit Points 207 (18d12 + 90)
Speed 40 ft., swim 60 ft., fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
22 (+6)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +10, INT +11, CHA +9
Skills Arcana +17, Deception +9, History +17, Perception +10, Persuasion +8
Damage Immunities Psychic
Senses Blindsight 10ft, Darkvision 120ft, Passive Perception 20
Languages Deep Speech, Draconic, Telepathy 120ft
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The Abolragon can breathe air and water.

Legendary Resistance (3/Day). If the Abolragon fails a saving throw, it can choose to succeed instead.

Mucous Cloud. While underwater, the Abolragon is surrounded by transformative mucus. A creature that touches the Abolragon or that hits it with a melee attack while within 5 feet of it must make a DC 18 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Pocket Wizard. The Abolragon has its own pocket Wizard. Over the course of its hatching and early years of growth, the Abolragon enslaved its creator. The wizard is treated as a level 10 caster of any school of choice. Treating the Pocket Wizard as a find familiar able to pop it in and out of reality as the Abolragon pleases.

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

Spellcasting. The Abolragon is a 12-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +12 to hit with spell attacks). The Abolragon has following Wizards spells prepared: 
Cantrips (at will): blade wardencode thoughtsfriendsshocking grasp
1st level (4 slots): absorb elementscharm personmagic missiletasha's hideous laughter
2nd level (3 slots): blurcrown of madnesshold personmirror imagesuggestion
3rd level (3 slots): fearmajor image
4th level (3 slots): confusiongreater invisibilityhallucinatory terrain
5th level (2 slots): dominate person, geas
6th level (1 slots): mass suggestion

Actions

Multiattack. The Abolragon use its Frightful Presence. It then makes three attacks: one with its tail and two with its tentacles.

Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 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: +11 to hit, reach 15 ft. one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Enslave (3/Day). The Abolragon targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed by the Abolragon until the Abolragon dies or until it is on a different plane of existence from the target. The charmed target is under the Abolragon's control and can't take reactions, and the Abolragon 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 5 mile away from the Abolragon.

Frightful Presence. Each creature of the Abolragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Abolragon's Frightful Presence for the next 24 hours.

Psychic Roar (Recharge 5–6). The Abolragon erupts a fearsome roar in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw, taking 56 (16d6) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

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

Cantrip. The Abolragon casts one cantrip.

Psychic Drain (Costs 2 Actions). One creature charmed by the Abolragon takes 17 (5d6) psychic damage, and the Abolragon regains hit points equal to the damage the creature takes.

Description

Born from the machinations of a mad wizard who happened have both an Aboleth and an Adult Green Dragon in their capture. Upon consistent examination and study, they discovered the two could breed. Hundreds of failures later, finally a fertile egg was laid. Removing it from its parents, the mad wizard incubated the egg to hatching. 

Years would pass before the egg hatched into a young Abolragon. The creature had a short stunted neck with small protrusion of a mouth with the aboleth's funnel like maw, and its eyes set like a dragon with the third sitting in the center, creating a triage set. The body spanned twelve feet in length with two clawed arms set at the rib cage, tentacles and tail beginning just passed its waist. The scale pattern matched that of its draconic bloodline, as did its two sturdy flowing wings. Appearing as fins, but also granting flight.

The Abolragon, over the next few years would slowly enslave its wizard creator, and assign them to a personal pocket dimension, and treat them as a familiar, only calling up them when it needed help. To prevent its own demise at the hands of its parents, the Abolragon devoured both the aboleth and the dragon. Gaining the self entitled importance of the aboleth, the Abolragon began to expand its domain into the water system of a city. 

Lair and Lair Actions

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

Lair Actions

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

  • The Abolragon 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 Abolragon 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 Abolragon’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 Abolragon 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 Abolragon can’t use this lair action again until it has used a different one.
  • Water in the Abolragon’s lair magically becomes a conduit for the creature’s rage. The Abolragon can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 16 Wisdom saving throw or take 7 (2d6) psychic damage. The Abolragon can’t use this lair action again until it has used a different one.

Regional Effects

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

  • Underground surfaces within 5 miles of the Abolragon’s lair are slimy and wet and are difficult terrain.
  • Water sources within 5 miles of the lair are supernaturally fouled. Enemies of the Abolragon that drink such water vomit it within minutes.
  • As an action, the Abolragon can create an illusory image of itself within 5 mile of the lair. The copy can appear at any location the Abolragon has seen before or in any location a creature charmed by the Abolragon can currently see. Once created, the image lasts for as long as the Abolragon maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the Abolragon. The Abolragon 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 Abolragon dies, the first two effects fade over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2018 12:25:28 AM
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1.0
Coming Soon
DamagedDice

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