Armor Class
12
natural armor
Hit Points
31
(4d8 + 4)
Speed
50 ft., walk 50 ft., swim 30 ft., burrow 30 ft.
STR
10
(+0)
DEX
18
(+4)
CON
16
(+3)
INT
17
(+3)
WIS
13
(+1)
CHA
13
(+1)
Saving Throws
DEX +6
Skills
Investigation +4, Stealth +7
Damage Resistances
Lightning
Condition Immunities
Exhaustion, Prone
Senses
Darkvision, Passive Perception 17
Languages
common, draconic
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Bite. melee weapon attack: +3 to hit, reach 2 ft., one target. hit 4 (1d6+1) piercing damage plus 4 (1d6+1) lightning damage.
Claw. melee weapon attack: +3 to hit, reach 2 ft., one target. hit 4 (1d6+1) slashing damage plus 4 (1d6+1) lightning damage.
Breath weapon. the Aboroth exhales in a 20-foot cone. each creature in that area must make a DC Dexterity 17 saving throw, taking 5d10 lightning damage on a failed or halve as much on a successful one
Turn invisible. the Aboroth turns invisible for 1 minute. any equipment the Aboroth wears or carries is invisible with it.
Lair and Lair Actions
Aboroth tend to roam around clear spaces like planes or forest clearings.
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