Huge Aberration, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 275 (22d12 + 132)
Speed 10 ft., swim 40 ft.
STR
25 (+7)
DEX
9 (-1)
CON
23 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +12, INT +9, WIS +8
Skills History +15, Perception +14
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 24
Languages Aquan, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by caustic mucus, causing the area within 10 feet of the aboleth to be lighly obscured and difficult terrain. A creature that starts its turn within 10 feet of the aboleth must succeed on a DC 15 Constitution saving throw or become diseased by the mucus. A diseased creature has disadvantage on saving throws against the aboleth's Enslave ability.
For the first minute, the disease can be removed  by any magic that cures diseases. After 1 minute however, 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.

Magic Resistance. The aboleth has advantage on saving throws against spells and other magical effects.

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.

Timeless Body. The aboleth is immune to any spell or ability that would cause it to age.

Actions

Multiattack. The aboleth makes three tentacle attacks, uses reel and makes one attack with its devouring maw.

Tentacle. Melee Weapon Attack: +13 to hit, reach 50 ft., one target. Hit: 21 (3d8  + 7) bludgeoning damage plus 9 (2d8) psychic damage plus 18 (4d8) acid damage. The target is grappled (escape DC 16). While grappled in this way, it also is restrained. The aboleth can have up to four creatures restrained at a time.

Reel. The aboleth pulls each creature grappled by it up to 25 feet straight toward it.

Devouring Maw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (3d12+7) piercing damage plus 18 (4d8) acid damage and the target is swallowed by the aboleth.

While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aboleth, it takes 36 (8d8) acid damage and 18 (4d8) psychic damage and the aboleth learns everything the creature knows and regains hit points equal to half the damage dealt.

If the aboleth takes 30 damage or more on a single turn from a creature inside it, the aboleth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the aboleth. If the aboleth dies, a swallowed creature is no longer restrainedby it and can escape from the corpse by using 15 feet of movement, exiting prone.

Feeding Frenzy (Recharge 5–6). The aboleth moves up to its speed and makes an attack with its devouring maw against each creature it moves past. 

Bonus Actions

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 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 unless commanded by the aboleth to do so, 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

Reactions

Knowledge of the Ages. When the aboleth makes an ability check or fails a saving throw, it can use its reaction to grant itself a bonus to that ability check or saving throw equal to its Intelligence modifier.

Legendary Actions

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.

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

Tentacle Lash. The aboleth makes one tentacle attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 35 (10d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Belch (Costs 3 Actions). The aboleth belchs acidic mucus within a 30-feet cone. Each creature within that area must make a DC 21 Dexterity saving throw. On a failure, it takes 36 (8d8) acid damage and the mucus sticks to it for one minute or until it or another creature uses an action to scrape it off, on a success it takes half as much damage without any other effect. A creature covered in mucus has its movement speed halved and takes 18 (4d8) acid damage at the start of each of its turns.

Description

Aboleth Devourer

Aboleths who have not eaten anything for a long period of time tend to eventually become overwhelmed by hunger, becoming devourers. Some aboleths might actually be born as devourers or become ones intentionally; coincidentially these aboleths boast immense physical power, far surpassing others of their kin, and are respected as warriors within an aboleth community. These aboleths are massive with big, bulbous bodies and a terrifying, circular maw full of sharp teeth surrounded by long tentacles.

Aboleth devourers can amass vast amount of knowledge due to their habit of devouring anyone and anything that comes their way, although they are not as great as other aboleths when it actually comes to remembering that knowledge. Also, while still able to enslave other creatures, they are less likely to actually have slaves under their command due to their tendency of devouring them in a fit of rage or hunger.

Aboleth

Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.

Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.

Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.

Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

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:

  • Phantasmal Force. The aboleth casts phantasmal force (no components required, save DC 17) 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.
  • Tidal Surge. 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 15 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.
  • Psychic Rage. 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 15 Wisdom saving throw or take 18 (4d8) psychic damage. The aboleth can’t use this lair action again until it has used a different one.
  • Luring Mucus. A 20-foot radius area on the ground or a 20-foot radius sphere in water centered on a point within 120 feet of the aboleth becomes filled with mucus. Each creature that starts its turn within such an area must succeed on a DC 15 Wisdom saving throw or be compelled to use as much movement as possible on its turn to move towards the aboleth. The mucus lasts until initiative order 20 on the next round and 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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2022 8:31:26 AM
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Habitat: Underdark

Semako

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