Amphibious. The aboleth can breathe air and water.
Evasion. If the aboleth is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it is incapacitated.
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 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.
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.
Slippery Skin. The aboleth has advantage on ability checks made to avoid or escape a grapple.
Surprise Attack. Once on each of its turns, the aboleth can deal an additional 24 (7d6) damage with a weapon attack and force the target to make a DC 18 Strength saving throw or be knocked prone, provided it has advantage on the attack roll.
Timeless Body. The aboleth is immune to any spell or ability that would cause it to age.
Multiattack. The aboleth makes four tentacle attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 9 (2d8) psychic damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 21 (3d10 + 5) 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 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 to do so by the aboleth, 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.
Nimble Escape. The aboleth can take the dash, disengage or hide as a bonus action.
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.
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.
Slithering Strike. The aboleth moves up to its speed without provoking opportunity attacks and 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.
Illusory Image (Costs 2 Actions). The aboleth creates an illusory image of itself as described under the "regional effects" section. While this image exists and is within 60 feet of the aboleth, the aboleth can make weapon attacks from the image's location as if it was in the image's space. In addition, if the image and the aboleth itself both are within 5 feet of the same creature, the aboleth has advantage on attack rolls against that creature.
Description
Aboleth Slitherer
Some aboleths have learned to use speed and trickery to their advantage in combat. These aboleths are typically quite small and slender and a lot more agile than their more massive brethren. Using their dexterity to their advantage, these aboleths like to apply stealth tactics and can slither in and out of melee combat as they wish.
In addition to that, Aboleth slitheres have found a new use for illusory duplicates they, like every aboleth, can project - they can make attacks from their image's location without having to reveal themselves, and they can use the distraction provided by that image to set up nasty surprise strikes.
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.
- 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.
- Camouflaging Mucus. The aboleth coats itself in camouflaging mucus that changes its color to that of the aboleth's surroundings, effectively making it invisible. The mucus lasts until intiative 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.
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