Large Aberration (Angel), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 307 (22d10 + 176)
Speed 20 ft., fly 60 ft., swim 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
23 (+6)
INT
25 (+7)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws INT +13, WIS +11, CHA +9
Skills Acrobatics +9, History +13, Insight +17, Perception +17
Damage Vulnerabilities Thunder
Damage Resistances Acid, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 27
Languages Deep Speech, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Alien Mind. The aboleth's mind is unlike anything a potential assailant has ever encountered. It has advantage on any saving throw against spells or other effect to alter its state of mind. It also has adantage on Constitution saving throws to maintain concentration on spells and other similar effects. 

Deviant Body. The aboleth's unnatural physiology and psychic abilities let it balk against the natural order. It does not need to breath, drink, eat, or sleep. Its shape cannot be changed against its will.

Innate Spellcasting (Psionics). The aboleth's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no components:

At will: detect thoughtslevitate

2/day each: major image, modify memory

1/day each: dominate monsterfeeblemind

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

Magic Resistance. The aboleth has advantage on saving throws against spells and other magical effects. 

Ruidium Corruption. [Enter text here]

Actions

Multiattack. The aboleth makes three attacks: two with its Force Bolts and one with one of its Tentacles. 

Force Bolt. Melee or Ranged Spell Attack: +13 to hit, reach 5 ft. or range 90 ft., one target. Hit: 18 (2d10+7) force damage plus 9 (2d8) psychic damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15) and takes 13 (2d8+4) bludgeoning damage at the start of each of its turns until the grapple ends. A creature grappled this way is also restrained. The aboleth can have up to two targets grappled at a time.

Mind Blast (Recharge 5–6). The aboleth magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 34 (6d8+7) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Enslave (Recharge 5–6). The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a DC 19 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, and the aboleth and the target can communicate telepathically with each other over any distance.

The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth.

Telekinetic Thrust. The aboleth targets a creature within 30 ft. of it. The creature must then make a DC 19 Strength saving throw or be moved 15 feets either towards or away from the aboleth.

Reactions

Force Shield. An opaque red shield of psionic energy appears and protects the aboleth. Until the start of its next turn, the aboleth's gains a +5 bonus to AC increases and it takes no damage from the [spell]magic missile{/spell].

Spell Reflection. If the aboleth makes a successful saving throw against a spell or a spell attack misses it, the aboleth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the aboleth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

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.

Tentacle. The elder brain makes one Tentacle attack.

Psychic Drain (Costs 2 Actions). Up to three creatures the aboleth has either  charmed or grappled each take 11 (1d6+7)psychic damage, and the aboleth regains hit points equal to twice the damage dealt.

Wing Attack/Grapple (Costs 2 Actions). The aboleth beats its wings. Each creature within 10 feet of the aboleth must succeed on a DC 15 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and are grappled. Only one creature can be grappled this way by the aboleth. Creatures who fail the saving throw while another creature is already grappled are instead pushed away 15 feet from the aboleth.

Shatter Concentration (Costs 3 Actions). The aboleth targets one creature it has currently grappled. The aboleth breaks the creature’s concentration on a spell it has cast, or another ability it is concentrating on. The target takes 13 (2d12) psychic damage.

Lair and 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 power of ruidium still holds a spark of divinity that Alyxian once had and fills the lair with that same divine power. Creatures can channel that power and to enhances their actions in combat. Based on the action they wish to take, the DM will call for an appropriate DC25 skill check to be made. For each level of ruidium corruption the creature suffers from, subtract 5 from the DC. If the creature wishes to empower their actions, even more, they can lean into the corruption and risk falling further into it resulting in a Charisma saving throw against a sliding scale DC based on their current corruption.
  • The corrupting power of ruidium surges from the aboleth, if present, in the lair. Any creature within 30 feet of them must succeed on a DC 20 Charisma saving throw. On a failed save a creature takes 18 (4d8) psychic damage plus 6 (1d10) psychic damage if they already had levels of ruidium corruption, and suffer a level of exhaustion. If the character isn’t already suffering from ruidium corruption, the character becomes corrupted when they fail the save. On a successful save, the character takes half as much damage and suffers no other effects. The aboleth can’t use this lair action again until it has used a different one.
  • Psychic static charges the space all around. When a creature physically touches another creature or object for the first time this round of combat there is a chance a current will channel through them. The creature who initiated the contact rolls a percentile die and on a roll of 15 or lower sets off a shock and both them and the creature/object they touched take 9 (2d8) lightning damage. If the creature rolls more than 10 then nothing happens and the difficulty increases by 15 for the next physical contact.
 

Monster Tags: AngelhumanoidPsionicaberration

Habitat: UnderdarkUnderwater

hutsontyler

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