Large Aberration, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 77 (11d10 + 22)
Speed 30 ft., swim 30 ft.
STR
18 (+4)
DEX
9 (-1)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +4, WIS +5
Senses Darkvision 120 ft., Passive Perception 16
Languages Telepathy 120 ft., Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. Alabolilt can breathe air and water.
Malicious Telepathy. If a creature communicates telepathically with Alabolilt, Alabolilt learns the creature's greatest fear if Alabolilt can see the creature.

 
Actions

Multiattack. Alabolilt makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of Alabolilt's next turn. 
Trident. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (4d6+4) piercing damage
Terrify (3/Day). Alabolilt targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or become frightened of Alabolilt for one minute. While frightened in this way, the target cannot make reactions and cannot target Alabolilt with any attack. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

 

Legendary Actions

Alabolilt 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.
Strike. Alabolilt makes one trident attack.
Command (Costs 2 Actions). At Alabolilt's command, one Kuo-toa that is within range of Alabolilt's telepathy immediately moves up to half its speed and makes a melee weapon attack against a creature. 

Description

Kuo-toa are not powerful creatures, mad and stunted as they are after generations of servitude under the illithid. However, their madness takes on a frightful power when highly concentrated. Kuo-toa feel an innate urge to create and worship gods, and, when enough of the creatures fervently believe in one of their gods, that god becomes physically manifest. 

Alabolilt is one such god. Long ago, a band of kuo-toa worshipped and served a particularly cruel Aboleth. The creature has long since abandoned them in search of more worthy servants, but the fishmen do not forget. However, they remember strangely. Continued worship of the remembered Aboleth caused the manifestation of Alabolilt, a creature resembling a cross between a kuo-toa and a real Aboleth, retaining all of its cruelty yet not much of its cunning. Strangely, this deified version of an Aboleth is much weaker than its original counterpart, likely because the kuo-toa community that created it is but small, and the imagination of fishmen is not particularly impressive. 

Lair and Lair Actions

Alobolilt and its cult occupy a structure that was once an illithid research base. It dwells in the deepest room of the structure, a flooded surgical theater, and issues commands to its subjects throughout the base telepathically.

Lair Actions

On initiative count 20 (losing initiative ties), Alabolilt can use a lair action to cause one of the following effects:

  • 1d4 Kuo-toa Minions erupt from the same number of unoccupied, flooded spaces Alabolilt can see within 100 feet. They obey Alabolilt's commands and defend themselves if they do not have commands to follow. Kuo-toa minions use the Kuo-toa stat block, but have only 1 HP. They act on Alabolilt's turn. 
  • Alabolilt causes the Whirlpool effect of the Control Water spell, centered on a flooded space it can see within 100 feet, disregarding the water's depth and width. The whirpool created is 10 feet wide, but otherwise the effect is the same.

Habitat: Underdark

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