Legendary Resistance (2/Day, or 3/Day in Lair). If the aliatic abomination fails a saving throw, it can choose to succeed instead.
Eldritch Restoration. If destroyed, the aliatic abomination gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Probing Telepathy. If a creature the aliatic abomination can see communicates telepathically with the aliatic abomination, the aliatic abomination learns the creature’s greatest desires.
Sense Magic. The aliatic abomination senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.
Eldritch Sight. The aliatic abomination can see 60 feet into the Far Realm while on the Material Plane and vice versa.
Mythic Actions. When the aliatic abomination drops to 0 hit points for the first time, it doesn’t die. Instead, it regains full hit points and enters its mythic form. While in this form, it can use its Mythic Actions.
Multiattack. The aliatic abomination makes 2 tentacle attacks and uses spellcasting, fling, or psychic blast.
Tentacle. Melee Attack Roll: +13, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Spellcasting. The aliatic abomination casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 19, +15 to hit with spell attacks):
At Will: Mind Sliver (level 17+ version), Dissonant Whispers (2nd level), Mind Spike (3rd level)
3/Day Each: Antagonize (5th level)
1/Day Each: Memorial Fissure, Feeblemind, Extinguish Thought, Mental Prison
Fling. The aliatic abomination throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 19, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
Psychic Blast. Wisdom Saving Throw: DC 15, one creature the aliatic abomination can see within 120 feet. Failure: 17 (5d6) Psychic damage. Success: Half damage.
Eldritch Jaunt. The aliatic abomination teleports from the Material Plane to the Far Realm or vice versa, dragging any grappled creatures with it.
Legendary Action Uses: 2 (3 in Lair). Immediately after another creature’s turn, the aliatic abomination can expend a use to take one of the following actions. The aliatic embodiment regains all expended uses at the start of each of its turns.
Vehement Pulse (Costs 1 Actions). The aliatic abomination produces a terrifying screech from each of its tentacles, causing all who hear it to undergo mental strain. All creatures within 5 feet of a tentacle must make a DC 16 intelligence saving throw. Failure: the creature takes 2d6 Psychic damage, and any concentration ends. Success: the creature takes half damage only.
Tentacle Squeeze (Costs 2 Actions). The aliatic abomination squeezes a creature with all of its strength. One creature grappled by a tentacle of the aliatic abomination must make a DC 22 strength saving throw. Failure: Take 4d8 Bludgeoning damage and gain 1 level of exhaustion. Success: the grapple ends (the creature loses the restrained and grappled conditions).
Mythic Action Uses: 1. Immediately after another creature’s turn, the aliatic abomination can expend a use to take one of the following actions. The aliatic embodiment regains all expended uses at the start of each of its turns.
Tentacle Trash (Costs 1 Action). The aliatic abomination trashes its tentacles around wildly, hitting anything in the way. Each creature within 10 feet of a tentacle must make a DC 20 dexterity saving throw. Failure: The creature takes 4d8 bludgeoning damage and is knocked prone. Success: The creature takes half of that damage only.
Description
The aliatic abomination is a gargantuan creature formed by the fusion of several aliatic embodiments. The creature has 10 tentacles that tend to wrench through the ground and out of various holes that the abomination has formed. The abomination itself tends to hide at the center of these holes, invisible to the surface while wreaking havoc on those above the ground. The appearance of the abomination itself is nearly impossible to describe and is said to wreak havoc on the minds of those who see it.
Lair and Lair Actions
The aliatic abomination's lair is an enormous cavernous space where the monster primarily lives, it is filled with thousands of tunnels built by and for the abomination, and has a large frozen lake at the center below which is the abomination itself. Due to the nature of this cave, the floor, ceiling, and even walls are made of loose material that can be flung around by the abomination or whose nature can cause vast cave-ins. The cave is filled with pools of acid which produce deadly fumes, and a coating of frost from a cold wind that constantly cycles through it.
Lair Actions
On initiative count 20 (losing initiative ties), the aliatic abomination takes a lair action to cause one of the following effects; the aliatic abomination can’t use the same effect two rounds in a row:
- The abomination can cause a section of the floor to collapse below a creature of its choice (Dexterity saving throw DC 21, 3d10 bludgeoning, half on success)
- The abomination can fling a portion of the wall at a creature of its choice (Dexterity saving throw DC 18, 2d10 bludgeoning, none on success)
Regional Effects
The region containing a legendary aliatic abomination’s lair is frozen and full of acid pools, which creates one or more of the following effects:
- Acid Pools. Releases noxious gasses in each 5 foot square directly adjacent to it. Any living creatures must make a DC-15 constitution saving throw, or be poisoned until the end of their next turn.
- Frozen Lake. Each square can be stepped on exactly twice, and if stepped on again, it will break. When it breaks any creature standing on it must make a DC 16 dexterity saving throw or take 2d10 cold damage and be pushed under the ice. Each round that a creature spends under the ice, that creature takes 1d10 cold damage, and in order to get back above the ice, the creature must use an action.
If the aliatic abomination dies, these effects fade over the course of 5d10 days.
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