Amphibious. The aboleth can breathe air and water.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the fallen god searches their mind for desires to lure them into service.
Path to Godhood. this monster has the power to grant small boons of power to followers. Nothing major for powers yet but as he builds more of a cult following and grows to Godhood her will be able to do more feats. This is a taste of power to get people to free his soul and mind again. Powers could be summon a water elemental or minor water control. Most anything water based.
God Fallen: this being is an ex-god and trying to return to glory!
legendary resistance: has three legendary saves to automatically succeed a failed saving throw once a round.
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: [rollable]+11 Attack is 15 ft reach, 1 target hit 15 (2d10 + 5) bludgeoning/ necrotic damage as this being heals 2d6 damage per hit.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft. one target. Hit: 25 (4d10 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 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. If in battle that person will defend the God with their life!
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.
Monster has three legendary saves able to use as reaction to automatically make one failed saving throw a round.
The aboleth 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 regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
Description
This race of beings is known for keeping all their memories shared with each other. they have generational knowledge always passed down. This being is one of the largest of its kind. And it remembers when the gods of the realm were nothing but mere mortals on the world. If normal folks can rise to godhood through worship an followers it can too! it started its own religion and cult following and challenged the gods themselfs. Pelor and Selune struck it down. Destroyed its two main temples. They trapped its mind in two gems of power. The cultists will have to somehow find those gems and unlock the powers within to once more free this monster on the world. Currently its so old of a body that the earth and sea its self has claimed it. Its sharp spines are now mountain ranges in the ocean...its final resting place.
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 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 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 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’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’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 that drink such water vomit it within minutes.
- As an action, the aboleth 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 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 dies, the first two effects fade over the course of 3d10 days.







Comments