Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Strength saving throw or be restrained until the end of the aboleth’s next turn.
Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires.
Psychic Surge. Aboleth spawn within 30 feet of the Alyxian Aboleth deal an extra 4 (1d8) psychic damage with their weapon attacks and Psychic Lash ability.
Multiattack. The aboleth makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) psychic 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: 14 (2d8 + 5) bludgeoning damage.
Enslave (Recharge 4–6). The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a DC 14 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.
Heart of the Hive. When Aboleth spawn that the Alyxian Aboleth can see within 30 feet of them is reduced to 0 hit points, the Alyxian Aboleth releases a crackling filament of psychic energy in their direction. The target is restored to life with 10 hit points. Each Aboleth Spawn can be restored to life only once with this reaction.
The aboleth has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round.
Action 1: Call to the Spawn. Every aboleth spawn within 30 feet of the aboleth can use their psychic lash action as a reaction.
Action 2: Psychic Rush. The aboleth surges with psychic energy, moves up to their speed, then makes a Tail attack. On a hit, the Tail attack deals an extra 18 (4d8) psychic damage. A creature who hits the aboleth with a melee attack during this movement takes 9 (2d8) psychic damage.
Action 3: Fulminous Wave. The aboleth releases a crackling wave of psychic damage, every creature in a 30 ft radius makes a DC 19 Wisdom saving throw taking 27 (6d8) psychic damage and is stunned until the end of their next turn.
Description
The Alyxian Aboleth is a unique creature that believes it carries the soul of the Apotheon within its body, trapped in this aberrant form as divine punishment for his failure to save the world during the Calamity. Veins of ruidium crisscross the aboleth’s body, and a secondary face has emerged from its pale green hide. The second face is a mutation that has no effect on the creature’s game statistics.
Lair and Lair Actions
Initiative Count 20 (Lair) The abyssal aboleth takes a lair action. The aboleth can't use the same lair action two rounds in a row.
Lair Action 1: Kelp Surge. The kelp forest comes alive as the aboleth commands the kelp to surge and grasp at creatures within 60 feet of it. Each creature in that area must succeed on a DC 17 Strength saving throw or be restrained by the kelp until the end of its next turn. A creature restrained by the kelp can use an action to make a DC 17 Strength check, ending the restraint on a success.
Lair Action 2: Psychic Miasma. The aboleth releases a psychic miasma in a 30-foot radius centered on itself. All creatures in that area must make a DC 17 Intelligence saving throw or take 6d8 psychic damage and be stunned until the end of their next turn. On a successful save, a creature takes half damage and isn't stunned.
Lair Action 3: Darkwater Veil. The aboleth summons a thick, darkened water that obscures vision in a 60-foot radius centered on itself. The area becomes heavily obscured, and creatures within it have disadvantage on Wisdom (Perception) checks that rely on sight. This darkwater veil lasts until the start of the aboleth's next turn.
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