Large Aberration, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 30 ft., swim 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +6, INT +8, WIS +6
Skills History +12, Perception +10
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The abolotl can breathe air and water.

Mucous Cloud. While underwater, the abolotl is surrounded by transformative mucus. A creature that touches the abolotl 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 for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the abolotl, the abolotl learns the creature’s greatest desires if the abolotl can see the creature.

Regeneration. If the abolotl starts its turn with less than its maximum hit points, it regains 36 hit points. This trait does not function if the last damage the abolotl took was fire or radiant damage. The abolotl dies only if it starts its turn with 0 hit points and can't regenerate.

Actions

Tentacle. Melee Weapon Attack: +9 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 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The abolotl 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 abolotl until the abolotl dies or until it is on a different plane of existence from the target. The charmed target is under the abolotl’s control and can’t take reactions, and the abolotl 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 abolotl.

Legendary Actions

The abolotl 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 abolotl regains spent legendary actions at the start of its turn.

Detect. The abolotl makes a Wisdom (Perception) check.

Tail Swipe. The abolotl makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the abolotl takes 10 (3d6) psychic damage, and the abolotl regains hit points equal to the damage the creature takes.

Description

Abolotls are the horrifying products of a foul ritual conducted by an aboleth to free it from its aquatic restrictions. The ritual involves the aboleth merging itself with an axolotl, resulting in a giant aboleth-colored axolotl-like creature with three eyes and tentacles. Abolotls have all the abilities of an aboleth, plus increased mobility on land and an axolotl's regeneration capabilities, inducing similar terror to and serving a similar purpose as an elder brain dragon.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the abolotl takes a lair action to cause one of the following effects; the abolotl can’t use the same effect two rounds in a row:

  • The abolotl 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 abolotl 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 abolotl’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 abolotl 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.
  • Water in the abolotl’s lair magically becomes a conduit for the creature’s rage. The abolotl 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.

Regional Effects

The region containing a legendary abolotl’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 abolotl’s lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the abolotl that drink such water vomit it within minutes.
  • As an action, the abolotl can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the abolotl has seen before or in any location a creature charmed by the abolotl can currently see. Once created, the image lasts for as long as the abolotl maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the abolotl. The abolotl can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
  • The population of axolotls within 1 mile of the lair is greatly increased, as such creatures are magically drawn to the abolotl, and axolotls born within 1 mile of the lair are a greenish-cyan color.

If the abolotl dies, these effects fade over the course of 3d10 days. Any strangely-colored axolotls remain that color, but such coloration is not passed on to their offspring.

ScorchDragon

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