Underwater creature. When out of water the arch aboelith takes 2d4 acid damage
Spellcasting. The arch aboelith is a 5-level spellcaster. Its spellcasting ability is intelligence (spell save DC 12, +4 to hit with spell attacks). The arch aboelith has following spells prepared:
Cantrips (at will): mass suggestion, dominate monster, phantasmal killer, mirage arcane, control water, telekinesis, greater invisibility
Minions. the arch aboelith can summon one chuul as an action. It then must end its turn and the chuul attacks immediately.
Action melee attack. Tentacle Attack: +10 to hit, reach 10 ft., 1 target. Hit: 15(1d10 + 5) acidic damage. Anyone person or monster hit by the tentacle is immediately poisoned with a disease, the disease deals 1d4 extra damage every time the players turn comes around. This can be cured with a healing spell of any kind.
Action Ranged Attack. Psychic wave Attack: +13 to hit, range 100/100ft., 10 target. Hit: 12 (1d10+ 2) psychic damage. Anyone monster or player hit by this is pushed backwards by 25 ft.
This monster can use one legendary action on a turn where it has not done any other things
Charged KO shot (Costs 3 Actions). It charges up for three turns on the third it releases a psychic wave for 50 ft. anything in that wave is reduced to 1 hit points apart from other aboeliths.
Description
A massive monster comprised of tentacles and pure evil. It was destroyed with the aboelith empire long ago but can be brought back to rule the world if a certain ritual is completed.
Lair and Lair Actions
A massive cave structure in the aboelith dimension called kharral
Regional Effects
The region containing a legendary arch aboeliths lair is wet, slippery and riddled with magic which creates one or more of the following effects:
- Slippery. When a monster that walks on the ground every 40 ft. rolls a d20 on a number higher than 10 they stop themselves. If lower they slip and take 3 hitpoints in damage. If a ten they slip but stop themselves doing only 1
- cursed treasure. If anyone picks up treasure they take 1d10 acidic damage and the treasure disappears back to its original spot.
If the arch aboelith dies, these effects fade over the course of 1 days.
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