Amphibious. The aboleth can breathe air and water.
Probing Telepathy. If a creature communicates telepathically with the Warper, the Warper learns the creature's greatest desires if the Warper can see the creature.
Multiattack. The Warper makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The Warper 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 Warper until the Warper dies or until it is on a different plane of existence from the target. The charmed target is under the Warper’s control and can't take reactions, and the aboleth 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 Warper.
The Warper 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 Warper regains spent legendary actions at the start of its turn.
Warp (Costs 2 Actions). The Warper can teleport up to 60 ft. in any direction it can see. The Warper can also teleport another creature. They have to make a DC 16 DEX Saving Throw or they will be teleported 60 ft. in any direction where the Warper can see.
Tail Swipe. The Warper makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the Warper takes 10 (3d6) psychic damage, and the Warper regains hit points equal to the damage the creature takes.
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