Huge Monstrosity (Controller, Water), Chaotic Evil
Armor Class 14 Natural
Hit Points 320 (320d20)
Speed 500 ft., It can swim for ages
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
21 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws INT +11
Skills Persuasion +14
Damage Vulnerabilities Cold
Damage Resistances Acid
Damage Immunities Psychic
Condition Immunities Charmed, Poisoned, Restrained
Senses Tremorsense If anyone touches a puddle of water in its lair it knows, Passive Perception 30
Languages Deep Speech Can speak deep speech, Telepathy Uses its mind to message others
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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.

Legendary Actions

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.

Monster Tags: controller

Habitat: CoastalUnderwater

Sovelissthehypnotist

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