Amphibious. The Abolithid can breathe air and water.
Brine Mucus Cloud. While underwater, the Abolithid is surrounded by briney mucus. A creature that touches the Abolithid or that hits it with a melee attack while within 5 feet of it must make a DC15 Constitution saving throw. On a failure, the creature is infested with tadpoles. An infested creature will take 16 (2d6+9) physic damage at the start of each turn. If the creature is humanoid and dies while infested it will become a mind flayer.
Creature Sense. The Abolithid is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner.
Legendary Resistance (3/Day). If the Abolithid fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Abolithid has advantage on saving throws against spells and other magical effects.
Telepathic Hub. The Abolithid can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Abolithid can let those creatures telepathically hear each other while connected in this way.
Multiattack. The Abolithid can make 4 attacks a turn.
Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC: 15 Constitution saving throw or become infested with tadpoles. An infested creature will take 16 (2d6 + 9) physic damage at the start of each turn. If the creature is humanoid and dies while infested it will become a mind flayer.
Mind Blast - Recharge 5-6. The Abolithid magically emits psychic energy. Creatures of the Abolithid's choice within 60 feet of it must succeed on a DC: 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the Abolithid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Abolithid kills the target by extracting and devouring its brain.
Psychic Link. The Abolithid targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Abolithid can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Abolithid can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC: 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the Abolithid are more than 5 miles apart, with no consequences to the target. The Abolithid can form psychic links with up to ten creatures at a time.
Sense Thoughts. The Abolithid targets a creature with which it has a psychic link. The Abolithid gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Abolithid can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the Abolithid succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
Enslave (3/Day). The Abolithid 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 Abolithid until the Abolithid dies or until it is on a different plane of existence from the target. The charmed target is under the Abolithid's control and can't take reactions, and the Abolithid and the target can communicate telepathically with each other over any distance.
Multiattack. : The Abolithid makes three tentacle attacks.
Tentacle. : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Mind Blast - Recharge 5. : The Abolithid magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC: 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
An Abolithid is power psionic titian. Its face has seven eyes and a shark like mouth surrounded by six tentacles. Its body is long and eel like with a dozen tentacles instead of a tail. Its skin is a greyish violet oozing with green mucus.
An Abolithid is created when a mind flayer tadpole is able to infest a young aboleth. This tadpole must be of the special variety that would produce an Ulitharid under normal circumstances. Once inside the aboleth cereorphosis will begin transforming its body and destroying the aboleths mind. However the Abolithid will be in a near comatose state for many years needing to be fed brains until going through the final step in its transformation. At this point the brain of the Abolithid will be comparable to an elder brain. This brain will break the skull and be partially visible through the Abolithid's skin. At this point it will awaken.
The inside of an Abolithid's body will function much like a living brine pool. Hatching and sustaining hundred of tadpoles, which eventually make their way out of its body through the mucus the Abolithid excretes. All mind flayers born from these tadpoles will have the amphibious trait and will also be heavily mutated often having extra eyes or limbs.
An Abolithid will serve as the elder brain of its colony controlling vast numbers of mind flayers. However Abolithid's are seen as horrible abominations by other elder brains and are thus hunted down by them. Abolithid's do not see any Illithid tradition as sacred, and will gladly commit any mind flayer taboo if it will further their goals.
Lair and Lair Actions
Abolithids will find abandoned mind flayer hives and will make them their own. An Abolithid will seek to flood the hive if possible, and will convert the hives brine pool chamber into its own unique dwelling.
Lair Actions
When fighting inside its lair, an Abolithid can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the Abolithid can't use the same lair action two rounds in a row:
The Abolithid casts wall of force.
The Abolithid targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
The Abolithid targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Abolithid 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 Abolithid 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 Abolithid'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 Abolithid 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.
Water in the Abolithid's lair magically becomes a conduit for the creature's rage. The Abolithid 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.
Regional Effects
Underground surfaces within 1 mile of the Abolithid's lair are slimy and wet and are difficult terrain.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Abolithid that drink such water vomit it within minutes.
The territory within 5 miles of an Abolithid is altered by the creature's psionic presence, which creates one or more of the following effects:
Creatures within 5 miles of an Abolithid feel as if they are being followed, even when they are not.
The Abolithid can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
Any creature with which the Abolithid has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the Abolithid's stray thoughts commingled with those of other creatures to which it is linked.
As an action, the Abolithid can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the Abolithid has seen before or in any location a creature charmed by the Abolithid can currently see. Once created, the image lasts for as long as the Abolithid maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the Abolithid. The Abolithid 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 Abolithid dies, the first two effects fade over the course of 3d10 days. All other effects will end immediately upon death.-
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