Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 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 aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
Efficient Return. If Xunn is on the Elemental Plane of water, she can use an action to cast *plane shift* without any material components. This can only be used to target herself and to teleport to the material plane.
Cranial Plating. Critical hits against Xunn are scored as normal hits
Blood Filtration. Xunn is immune to poison damage
Chromatic Plating. Xunn is resistant to acid, cold, fire, lightning, or thunder damage
Arcane Nephrons. Xunn is immune to insect plague and meteor swarm
Resilient Musculature. Xunn is resistant to bludgeoning, piercing, and slashing damage
Coat of Quills. Whenever a creature within 5 ft. hits Xunn with a melee attack, it takes 10 piercing damage and is pushed 10 ft. away.
Arcane Discord. Whenever Xunn starts her turn, she may lose 22 hit points to end all ongoing spell effects of 5th level or lower on herself and creatures within 60 ft. Against spells of 6th level or higher, Xunn must make a Wisdom ability check against a DC of 10 + a spell's level, ending the spell's effect on a success.
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d6 + 8) 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.
Thresher Tail. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 11 (2d10) thunder damage.
Superior Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by Xunn for one minute. While charmed the target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
During this minute, if the target takes damage it can repeat the saving throw, ending the effect on a success. The effect can also be removed by remove curse or more powerful magic. If Xunn concentrates on this ability for the full duration (as though concentrating on a spell), the target is permanently charmed by Xunn. It can no longer repeat the saving throw, even if it takes damage, and the effect can only be removed by dispel evil and good, greater restoration, or more powerful magic. If made permanent in this fashion, the charm effect persists even if the creature is in an antimagic field.
Doom Gaze. must target a different creature or object she can see within 60 ft. Each target must succeed on a DC 18 Dexterity saving throw, taking 75 (10d6 + 40) force damage on a failure, or no damage on a success. A creature reduced to 0 hit points by this damage is disintegrated. These beams automatically destroy Large or smaller creations of magical force.
Brainlash. Melee Weapon Attack:+12, Reach 10 ft., One target. Hit: 13 (3d6+3) psychic damage and the target must succeed on a DC 18 Wisdom throw or use its reaction to make a single weapon attack or cast a cantrip against a target of Xunn's choice
Consume Spell. As an action, Xunn clenches her teeth and emits a ray of antimagic. She can target a single spell of 8th level or lower that is affecting herself, a creature she can see, or is present in the world (such as forcecage). That spell ends, and Xunn gains temporary hit points equal to five times the level of the spell.
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.
Jet. While underwater, Xunn can move up to her swim speed without provoking opportunity attacks.
Tail Swipe. The aboleth makes one tail attack.
Psychic Extraction (Costs 2 Actions). One creature charmed by the aboleth takes 21 (6d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
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:
- The 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 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 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 aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one.
- Water in the aboleth’s lair magically becomes a conduit for the creature’s rage. The 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) psychic damage. The aboleth can’t use this lair action again until it has used a different one.
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:
- Underground surfaces within 1 mile of the aboleth’s lair are slimy and wet and are difficult terrain.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
- As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed 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.







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