Large Plant, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +5, INT +7, WIS +5
Skills Athletics +11, History +10, Perception +8, Stealth +2
Damage Resistances Psychic
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 18
Languages Deep Speech, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The aboleth spore tyrant can breathe air and water.

Spore Cloud. While underwater, the aboleth spore tyrant is surrounded by infestation spores. A creature that touches the aboleth spore tyrant or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased and gains a random form of indefinite madness that lasts until the creature is cured of the disease or dies. While infected in this way, the creature cannot be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infestation on a success.

Probing Telepathy. If a creature communicates telepathically with the aboleth spore tyrant, the aboleth spore tyrant learns the creature’s greatest desires if the it can see the creature.

Psychic Spores. The aboleth spore tyrant knows the location of any creature with an intelligence score above 5 within 90 feet of it.

Actions

Multiattack. The aboleth spore tyrant makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw. On a failure, the creature is diseased and gains a random form of indefinite madness that lasts until the creature is cured of the disease or dies. While infected in this way, the creature cannot be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infestation on a success.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Caustic Spores (Recharge 5-6). The aboleth spore tyrant releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 14 Dexterity saving throw or take 17 (5d6) acid damage, and at the start of each of the aboleth's turns the creature takes 3 (1d6) psychic damage. A creature can make a DC 14 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Ancestral Echo. The aboleth spore tyrant can create an illusory echo of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before. 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 speak and use telepathy from the echo’s position as if present at that position. The echo has 15 hit points, 12 AC, and 40 ft. walking/swimming speed. The echo's strength and intelligence are equal to the strength and intelligence of the the spore tyrant, and all other stats are 10. The echo has proficiency in Strength (Athletics) and Dexterity (Stealth). While the echo is more than 120 feet from the spore tyrant, it can make one tentacle attack as an action.

Ancestral Force. The echo attempts to push a creature within 5 feet. the target must make a wisdom saving throw contested by the echo's (Athletics) check. If the target is Medium or smaller, the echo has advantage on the check. On a failure, the target is pushed up to 25 feet in any direction and the echo moves with it. This movement does not provoke attacks of opportunity.

Ancestral Grasp. The echo attempts to grapple a Huge or smaller creature within 5 feet of it. If the target is Medium or smaller, the echo have advantage on the check. While the echo is grappling the target, the aboleth can use a bonus action to have the crush it. When the target fails to escape the grapple, it takes 7 (2d6) psychic damage.

Ancestral Fling. One Large or smaller object held or creature grappled by the echo is thrown up to 45 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

The aboleth spore tyrant 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 spore tyrant regains spent legendary actions at the start of its turn.

Detect. The aboleth spore tyrant makes a Wisdom (Perception) check.

Tail Swipe. The aboleth spore tyrant makes one tail attack.

Release Spores (Costs 3 Actions). The aboleth spore tyrant uses its caustic spores attack, assuming the attack is available.

Description

When a myconid colony attempts to transform a dead aboleth into a spore servant, an aboleth spore tyrant is is the unfortunate result. The mind of the aboleth is able to take control of the mushrooms reanimating its own body, and consequently, it regains control of its corpse.

Psychic Mushrooms. Aboleth spore tyrants are covered in countless mushrooms, and their partially decayed bodies a filled with spores. These and other mushrooms around the tyrants are warped by their phychic powers. Such spores serve as a substitute for the aboleth's weakened powers of enslavement.

Fungal Tyrants. Aboleth spore tyrants often attempt to take over the myconid colony that created them. When they succeed, the colony becomes a hive mind under the control of the aboleth. Conflicts between myconid colonies and spore tyrants often last for decades, with the aboleth slowly taking over.

Echoing Memories. Although aboleth spore tyrants must use their body as a vessel for their mind, memories of their life can manifest as an illusory second aboleth known as an ancestral echo. These echos serve can appear in many ways, but the most common example is for the echo to apear on land as a horrifying amalgamation of mushrooms twisted into the form of an aboleth. Spore tyrants often use these echos as a means of extending their influence, and waging war on myconid colonies alongside their chuul spore servants.

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 worshipers.

Lair Actions

When fighting inside its lair, an aboleth spore tyrant 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 spore tyrant casts phantasmal force (no components required) on any number of creatures it can see within 60 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 90 feet of the aboleth spore tyrant surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 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 spore tyrant’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 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one.

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 spore tyrant’s lair are slimy and wet and are difficult terrain. Additionally, they can be covered in aberrant mushrooms. If a creature eats one of the mushrooms, they must succeed on a DC 12 wisdom saving throw. On a failure, the creature gains a random form of indefinite madness that lasts until the creature is cured of the disease or dies. While infected in this way, the creature cannot be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infestation on a success.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth spore tyrant that drink such water vomit it within minutes. The vomit is filled with aberrant mushrooms.
  • As an bonus action, the aboleth spore tyrant 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 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 spore tyrant dies, the first two effects fade over the course of 3d10 days.

Previous Versions

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Habitat: Underdark

Utgard__Loki

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