Amphibious. The aboleth ancient can breathe air and water.
Mucous Cloud. While underwater, the aboleth ancient is surrounded by transformative mucus. A creature that touches the aboleth ancient or that hits it with a melee attack while within 5 feet of it must make a DC 16 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 aboleth ancient, the aboleth ancient learns the creature's greatest desires if the aboleth ancient can see the creature.
Legendary Resistance (3/Day). If the aboleth ancient fails a saving throw, it can choose to succeed instead.
Multiattack. The aboleth ancient can use its Frightful Presence. It then makes three attacks: one with its tail and two with its tentacles.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 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.
Enslave (3/Day). The aboleth ancient 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 aboleth ancient until the aboleth ancient dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth ancient's control and can't take reactions, and the aboleth ancient 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 aboleth ancient.
Frightful Presence. Each creature of the aboleth ancient's choice that is within 120 feet of the aboleth ancient and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
The Aboleth Ancient may make a Tail or Tentacle attack as an attack of opportunity if an enemy moves out of their threatened range.
The aboleth ancient 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 dragon regains spent legendary actions at the start of its turn.
Detect. The aboleth ancient makes a Wisdom (Perception) check.
Tail Swipe. The aboleth ancient makes a tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth ancient takes 20 (6d6) psychic damage, and the aboleth ancient regains hit points equal to the damage the creature takes.
Description
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire and freeing their slaves.
Aboleths have never forgotten.
Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Ancient Aboleths do not have better memories than their younger kin, nor do they remember necessarily more about the earliest days, but they have had more time to hone practical uses for their knowledge, drawing connections and seeing deeper meanings in events of the past, and to grow more cunning and malicious.
Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan.
Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleth ancients were there first, however, and most often have claimed the choicest, deepest, most well-defended spots, or those with the best access to slaves or other resources. These Aboleths are most commonly the Nobles of their ancient race.
Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods. The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. An ancient may have scars on its body left there by the gods themselves. Perhaps the aboleth ancient keeps the scars each time they reform as a badge of pride in having spat defiance in the face of the gods in person, or perhaps injuries left by a god are permanent, even after reforming a new body. Either way, ancient aboleths take pride in physical signs of their defiance of the gods who took everything from them and banished them to the dark.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
Lair and Lair Actions
Lair Actions
When fighting inside its lair, an aboleth ancient can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth ancient takes a lair action to cause one of the following effects:
The aboleth ancient 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 ancient 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 ancient’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 ancient surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth ancient can’t use this lair action again until it has used a different one.
Water in the aboleth ancient’s lair magically becomes a conduit for the creature’s rage. The aboleth ancient can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 16 Wisdom saving throw or take 16 (3d6+6) psychic damage. The aboleth ancient can’t use this lair action again until it has used a different one.
Regional Effects
The region containing an aboleth ancient’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 ancient’s lair are slimy and wet and are difficult terrain.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth ancient that drink such water vomit it within minutes.
- As an action, the aboleth ancient can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth ancient has seen before or in any location a creature charmed by the aboleth ancient can currently see. Once created, the image lasts for as long as the aboleth ancient maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth ancient. The aboleth ancient 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.
If the aboleth ancient dies, the first two effects fade over the course of 3d10 days.
This just seems like the normal aboleth but with ancient added everywhere and some extra lore
And increased stats. What would you recommend? Totally different things?
Maybe give it some more spells make its tentacles do a bit more damage and increase either its legendary resistances or amount of times it can use enslave
That sounds good. Thanks!
no problem