Unearthly Origin. The Aldarean does not require water, food, or air
Astral Presence. Beholders, and other abberations are drawn to the aldarean
Probing Telepathy. If a creature communicates telepathically with the aldarean the aboleth learns the creature's greatest desires if the aldarean can see the creature.
Multiattack. The aldarean makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 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.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth 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 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.
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.
The aldarean 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 aldarean regains spent legendary actions at the start of its turn.
Detect. The aldarean makes a Wisdom (Perception) check.
Unearthly Swipe. The aldarean makes one tail attack.
Alien Presence (Costs 2 Actions). One creature charmed by the aldarean takes 10 (3d6) psychic damage, and the aldarean regains hit points equal to the damage the creature takes.
Description
Every aldarean looks extremely different from any other that exists. They are so rare however, that no one would ever even know such a fact. They can be nearly any color, yet they all have similarities. There size seems to alter depending on what point you are looking at them. Their physical shape doesn't seem to obey the laws of physics. They are semi humanoid shaped with the lower half of them replaced with a cluster of enormous tentacles. They have no eyes, noes, nor ears, and it is very uncommon to see one with a mouth. They have two arms, the size of towers, and tentacles emerging from their body in all directions. Their head is no more than decorative, and serves more of a similar duty to a crown or helm. These creatures emerge from deep within the unknown regions of the astral sea, even unknown to the gods. They rise during times when powers even greater than the gods are at play. They very emergence can reshape entire planes of existence, and a single aldarean could freeze the fire plane, darken the feywild, or brighten the abyss. Creatures of pure good and pure evil cannot even come within miles of these monstrosities.
Lair and Lair Actions
The aldarean's lair is simply the surrounding area of where is chooses to rest. Its a place where the borders between planes are weak. Rifts that lead to other dimensions open and close, allowing creatures and elements of those dimensions to seep through into the surrounding area.
Lair Actions
When fighting inside its lair, an aldarean can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aldarean takes a lair action to cause one of the following effects:
- 3 elementals appear and attack anything nearby
- A burst of astral energy pulses through the area, leading any creature with an intelligence lower than 20 take (3d12) psychic damage.
- The gate spell is cast, leading to any random plane (DM's choice)
Regional Effects
The region containing an aldarean’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 aldarean's lair are constantly fluctuating between extreme temperatures.
- Elementals are found in large numbers within a 2 mile radius of the Aldarean
- Demons and angels cannot consciously move toward the Aldarean within a 6 mile radius