Amphibious. The Aboleth Tyrant can breathe air and water.
Mucous Cloud. While underwater, the Aboleth Tyrant is surrounded by transformative mucus. A creature that touches the Aboleth Tyrant 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 Tyrant, the Aboleth Tyrant learns the creature's greatest desires if the Aboleth Tyrant can see the creature.
Spellcasting. The Aboleth Tyrant is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It requires no material components to cast its spells. The Aboleth Tyrant has the following Wizard spells prepared:
Cantrips (At Will): Lightning Lure, Minor Illusion, Thunderclap, Poison Spray
1st level (4 slots): Silent Image, Tasha's Hideous Laughter, Ray of Sickness
2nd level (3 slots): Hold Person, Phantasmal Force, Ray of Enfeeblement
3rd level (3 slots): Counterspell, Tidal Wave, Lightning Bolt
4th level (3 slots): Storm Sphere, Hallucinatory Terrain
5th level (2 slots): Mislead, Scrying
6th level (1 slot): Mental Prison, Geas
Murky Observation. While in it's lair the Aboleth Tyrant has the ability to scry through pools of water within 1 mile of it's lair. It can see through these pools with perfect clarity allowing it to see any who approach, however it can not use any of it's abilities besides its "Probing Telepathy". If a target were to interact with the pool the Aboleth Tyrant is scrying through they can see the creature staring back at them.
Multiattack. The Aboleth Tyrant makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 6) bludgeoning damage plus 5 (1d10) electric 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 (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 10 ft. one target. Hit: 15 (4d8 + 6) bludgeoning damage.
Enslave (3/Day). The aboleth 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 aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed 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.
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 aboleth.
The Aboleth Tyrant 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 Tyrant regains spent legendary actions at the start of its turn.
Detect. The Aboleth Tyrant makes a Wisdom (Perception) check.
Tail Swipe. The Aboleth Tyrant makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the Aboleth Tyrant takes 14 (4d6) psychic damage, and the Aboleth Tyrant 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 Tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Aboleth Tyrant takes a lair action to cause one of the following effects:
- The Aboleth Tyrant 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 Tyrant 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 Tyrant'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 Tyrant 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 Tyrant can’t use this lair action again until it has used a different one.
- Water in the Aboleth Tyrant's lair magically becomes a conduit for the creature’s rage. The Aboleth Tyrant 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 plus 3 (1d6) electric damage. The Aboleth Tyrant can’t use this lair action again until it has used a different one.
Regional Effects
The region containing an Aboleth Tyrant's lair is warped and distorted by the creature’s presence, which creates one or more of the following effects:
- Underground surfaces within 1 mile of the Aboleth Tyrant'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 Tyrant that drink such water vomit it within minutes.
- The sky (if visible) within 3 miles of an Aboleth Tyrant's lair is in a constant state of dark, rolling clouds, harsh winds, rain that can fluctuate from a drizzle to a downpour, and/or thunder and lightning. A DM may choose to roll a d10, on a 10 lightning strikes down for 1d10 (DC 14 Dex Save for Half) lightning damage.
- As an action, the Aboleth Tyrant can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the Aboleth Tyrant has seen before or in any location a creature charmed by the Aboleth Tyrant can currently see. Once created, the image lasts for as long as the Aboleth Tyrant maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the Aboleth Tyrant. The Aboleth Tyrant 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 Tyrant dies, the first two effects fade over the course of 4d8 days.
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