Large Aberration, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 10 ft., swim 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +6, INT +8, WIS +6
Skills History +12, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 20
Languages Aquan, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative 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 14 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.

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 uses its Wild Current and makes three attacks with its tentacles or two with its water jets.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 9 (2d8) psychic damage. The target is grappled (escape DC 15). While grappled in this way, it also is restrained. The aboleth can have up to four creatures restrained at a time.

Water Jet. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Wild Current. The aboleth psionically creates a strong current in a 120-foot line that is 20 feet wide. All creatures caught in that current must make a DC 17 Strength saving throw. On a failure, they are pulled up to 60 feet closer to the aboleth or pushed the same distance away (the aboleth's choice) and are knocked prone.

Maelstrom (Recharge 5–6). The aboleth psionically creates a whirlpool centered on a point it can see within 120 feet of it. The whirlpool lasts for one minute or until the aboleth uses this ability again and has a radius of up to 20 feet and a depth of 20 feet. The whirlpool's area is difficult terrain, and any creature that starts its turn there or enters it for the first time on a turn must succeed on a DC 17 Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the whirlpool where it becomes restrained.

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 14 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.

Tail Swipe. The aboleth makes one tail 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.

Bottomless Plunge (Costs 2 Actions). The aboleth teleports to an unoccupied space it can see within 60 feet of it. The water within 10 feet of the space it left crashes together forcefully. Each creature within that area must make a DC 17 Strength saving throw or take 18 (4d8) bludgeoning damage and be knocked prone.

 

Description

Aboleth Gusher

Aboleths as aquatic creatures tend to have a close connection to the element they live in. Some of them can intensify that connection and learn how to use their psionic powers to control and manipulate water in various ways. These aboleths appear like any other aboleth, with the exception that the water around them always appears to be quite turbulent and disturbed.

Aboleth gushers are capable of producing powerful currents and can even create ship-destroying whirlpools - and in a dramatic twist of fate, such a ship's crew more often than not ends up serving the same aboleth that sunk their ship.

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 14) 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.
  • Surging Tide. 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.
  • 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 14 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.
  • Wild Water. Water in the aboleth's lair becomes turbulent and wild. Any creature that starts its turn within the water must make a DC 14 Strength saving throw or is knocked prone and has its movement speed reduced to 0 until the end of its turn. The water calms down at initiative order 20 of the next round and the aboleth cannot 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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Habitat: Underdark

Semako

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