Medium Aberration, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 104 (18d8 + 40)
Speed 35 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws CON +5, INT +5
Skills Perception +6
Senses Darkvision 120ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Water Dependent. The Abalon can only breath underwater and takes 10 (2d10) acid damage every 10 minutes it isn't submerged underwater.

Psychedelic Mucous Cloud. While underwater, the Abalon is surrounded by a psychedelic mucus. A creature that touches the Abalon or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw or be stunned until the start of it's next turn.

Probing Telepathy. If a creature communicates telepathically with Abalon, the Abalon learns the creature's greatest desire if it can see the creature.

Actions

Multiattack. The Abalon makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage. If the target is a creature, it must succeed a DC 14 Constitution saving throw or be stunned until the start of it's next turn.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (3d6 + 3) bludgeoning damage.

Devour Sentience. The Abalon targets a stunned creature it can see within 5 feet of it. That creature must make a DC 15 Intelligence saving throw or lose one point of intelligence and be stunned until the start of their next turn. If this reduction reduces the creature's intelligence to 0, it instantly dies. The creature regains its original intelligence after a long rest.

Legendary Actions

The Abalon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Abalon regains spent legendary actions at the start of it's turn.

Tentacle. The Abalon attacks with a tentacle

Stun (Costs 2 actions). The Abalon targets one creature within 20 feet of it that the Abalon can see. That creature must make a DC 14 Wisdom Saving throw or be stunned until the end of their next turn.

Description

No creature is safe from the experiments of the Mind Flayer race, and the Aboleths are no exception. When a Aboleths is brought before an Elder Brain, it is bombarded with psychic energy before being put through the ceremorphis process. This changes the Aboleths anatomy, making them smaller in size and develop more psyche threatening abilities. These creatures are called Abalons and are typically used by Mindflayers to guard certain waterways or to kidnap people from river banks and shorelines.

ThickGatorade

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