Large Aberration, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 10 ft., swim 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws INT +10, WIS +8, CHA +10
Skills History +12, Perception +10
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Deep Speech, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The Abolithid can breathe air and water.

Mucous Cloud. While underwater, the Abolithid is surrounded by transformative mucus. A creature that touches the Abolithid 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.

Legendary Resistance (3/Day). If the Abolithid fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionics). The Abolithid’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: dominate monster, plane shift (self only)

Actions

Multiattack. The Abolithid makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

If the target is a creature, it must succeed on a DC 14 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: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

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.

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 Abolithid.

Extract Brain. Melee Weapon Attack: +8 to hit, Reach 10 ft., one incapacitated humanoid grappled by the Abolithid. Hit: 55 (10d10) piercing damage. This attack can only be used on a incapacitated humanoid grappled by the Abolithid. If this damage reduces the target to 0 hit points, the Abolithid kills the target by extracting and devouring its brain.

 

Legendary Actions

The Abolithid 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 Abolithid regains spent legendary actions at the start of its turn.

Break Concentration.The Abolithid targets one creature within 120 feet of it with which it has a psychic link.The Abolithid breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.

Tail Swipe. The Abolithid makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the Abolithid takes 10 (3d6) psychic damage, and the Abolithid regains hit points equal to the damage the creature takes.

Description

Centuries ago, an aboleth was infected by the larva of a mind flayer, creating a highly intelligent hybrid that soon grew as powerful as an elder brain. It took over the illithid colony at Black Lake and spread tentacles of control throughout the Underdark.

Lair and Lair Actions

The Abolithid lairs in subterranean Black Lake, surrounded by the ruins of an ancient, fallen temple.The Abolithid spends most of its existence underwater, protected by the Mind Flayer colony that it rules.

Lair Actions

When fighting inside its lair, the Abolithid can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Abolithid takes a lair action to cause one of the following effects:

Dark Water. 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. The Abolithid can’t use this lair action again until it has used a different one.

Psionic Anchor. The Abolithid targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is reduced to 0, and it can’t teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Inspiration. 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.

Regional Effects

The region containing the Abolithid’s lair is warped by the creature’s presence, which creates one or more of the following effects:

Foul Water. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Abolithid that drink such water vomit it within minutes.

Psychic Whispers. 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.

Telepathic Eavesdropping. The Abolithid can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed.

Habitat: Underdark

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