Gargantuan Aberration, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 1250 (26d20 + 130)
Speed 40 ft., swim 80 ft.
STR
28 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
30 (+10)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws CON +14, INT +19, WIS +17, CHA +18
Skills Arcana +18, Deception +15, History +18, Perception +16, Persuasion +15, Religion +15
Damage Immunities Acid, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 80ft, Darkvision 140 ft., Truesight 140ft, Passive Perception 26
Languages All, Telepathy 500 ft.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The aboleth sovereign can breathe air and water.

Legendary Resistance (6/Day). If the aboleth sovereign fails a saving throw, it can choose to succeed instead.

Mucous Cloud. While underwater, the aboleth sovereign is surrounded by a transformative mucus. A creature that touches the aboleth sovereign or that hits it with a melee attack while within 15 feet of it must make a DC 22 Constitution saving throw. On a failure, the creature is diseased for 1d8 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth sovereign, the aboleth sovereign learns the creature's greatest desires if the aboleth sovereign can see the creature.

Spellcasting. The aboleth sovereign is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The aboleth sovereign has the following wizard spells prepared:

Cantrips (at will): toll the deadprestidigitationAcid Splashencode thoughtsminor illusion

1st level (5 slots): detect magicmagic missileshieldhideous laughterdisguise self

2nd level (4 slots): mind spikedetect thoughtsinvisibilitymirror image

3rd level (4 slots): major imagecounterspelldispel magicfireball

4th level (4 slots): hallucinatory terraindimension doorphantasmal killer

5th level (4 slots): dreamscryingmislead

6th level (3 slots): mental prisonglobe of invulnerabilityProgrammed Illusion

7th level (3 slots): mirage arcanesimulacrum

8th level (3 slots): feeblemindmaddening darkness

9th level (2 slots): weird

Actions

Multiattack. The aboleth sovereign makes four tentacle attacks, one tail attack, and one bite attack.

Tentacle. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 35 (6d6 + 17) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 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, and the disease can be removed only by heal or another disease-curing spells of 6th level or higher. When the creature is outside a body of water, it takes 26 (4d12) acid damage every minute unless moisture is applied to the skin before the minute has passed.

Tail. Melee Weapon Attack: +18 to hit, reach 40 ft. two targets. Hit: 15 (3d6 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +20 to hit, reach 20 ft. one target. Hit: 43 (8d6 + 15) piercing damage.

Enslave (3/Day). The aboleth sovereign targets one creature it can sense within 120 feet of it. The target must succeed on a DC 25 Wisdom saving throw or be magically charmed by the aboleth sovereign until the aboleth sovereign falls to 0hp or until it is on a different plane of existence from the target. The charmed target is under the aboleth sovereign's control and can't take reactions, and the aboleth sovereign 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 sovereign.

Legendary Actions

The aboleth sovereign can take 6 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 sovereign regains spent legendary actions at the start of its turn.

Detect. The aboleth sovereign makes a Wisdom (Perception) check.

Cantrip. The elder aboleth sovereign casts a cantrip.

Tail Swipe. The aboleth sovereign makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth sovereign takes 42 (12d6) psychic damage, and the aboleth sovereign regains hit points equal to the damage the creature takes.

Cast a Spell (Costs 1–4 Actions). The aboleth sovereign expends a spell slot to cast a 1st-, 2nd-, 3rd- or 4th-level spell that they have prepared. Doing so costs 1 legendary action per level of the spell.

Lair and Lair Actions

Aboleth sovereign's 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 deranged worshipers.

Lair Actions

When fighting inside its lair, an aboleth sovereign can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth sovereign takes a lair action to cause one of the following effects:

  • The aboleth sovereign casts phantasmal force (no components required) on any number of creatures it can sense within it's lair. While maintaining concentration on this effect, the aboleth sovereign 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 sovereign’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Whirlpools of water within 180 feet of the aboleth sovereign surge outward in a grasping tide. Any creature within 30 feet of such a pool must succeed on a DC 25 Strength saving throw or be pulled up to 30 feet into the center of the whirlpool and knocked prone. The aboleth sovereign can’t use this lair action again until it has used a different one.
  • Water in the aboleth sovereign’s lair magically becomes a conduit for the creature’s rage. The aboleth sovereign can target any number of creatures it can sense in such water within it's lair. A target must succeed on a DC 24 Wisdom saving throw or take 40 (8d10) psychic damage. The aboleth sovereign can’t use this lair action again until it has used a different one.

Regional Effects

The region containing an aboleth sovereign’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 sovereign’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 sovereign that drink such water vomit it within minutes.
  • As an action, the aboleth sovereign can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth sovereign has seen before or in any location a creature charmed by the aboleth sovereign can currently see. Once created, the image lasts for as long as the aboleth sovereign maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth sovereign. The aboleth sovereign 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 sovereign falls to 0 hp, it retreats to the plane of water to recover. The first two effects fade over the course of 3d10 days.

Monster Tags: abberationPsionic

Habitat: UnderdarkUnderwater

Embercraft

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