Amphibious. The aboleth can breathe air and water.
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.
Telekinetic Absorption. If a creature communicates telepathically with the aboleth, the aboleth is able to absorb the creature’s psychic ability into itself if the aboleth can see the creature.
Multiattack. The aboleth makes four tentacle attacks, one tail attack and one bite attack.
Bite. Melee Weapon Attack:+9 to hit, reach 15 ft., one target. Hit: 13 (1d12+2) piercing damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 5) bludgeoning damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 18 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets five creatures it can see within 120 feet of it. The targets 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 targets. The charmed targets are under the aboleth's control and can't take reactions, and the aboleth and the targets can communicate telepathically with each other over any distance.
Whenever the charmed targets takes damage, the targets can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the targets can also repeat the saving throw when they are at least 1 mile away from the aboleth.
Psychic Overload. If a creature attacks the aboleth with a spell or ranged attack, the aboleth can deal 1d12+8 psychic damage to the creature.
Predatory Consumption. When it eats a target, if the target is either an aberration, or a creature with psychic powers, it regains 25 hit points.
The aboleth can take 5 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). Two creatures charmed by the aboleth takes 15 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creatures take.
Description
This aboleth is a kind that has prolonged its life through magic and is especially skilled with magic and psychic abilities. It has a larger cult than normal members of its kind, as it needs more food and psychic nourishment. As such it prefers to eat dueregar, kuo toa, and other creatures with psionic abilities to make itself even bigger and more intelligent. These live over 1900 years and usually live longer, but they have more brains and hearts depending on age and weight. They weigh from 8500 lbs to as much as 12 tons.
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. It also can eat to extend its lifespan if it is larger than size Large.
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:
- The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 120 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.
- Pools of water within 180 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 30 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one.
- 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 120 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 10 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one.
- Water within 60 feet of the aboleth flows towards it and restores 5 hit points per turn. The aboleth can’t use this lair action until it has either used a different one or taken damage.
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.
- 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.
Comments