Homebrew Aboleth Species Details

Before the coming of the gods, aboleths lurked in
primordial oceans and underground lakes. They
reached out with their minds and seized control of the
burgeoning life-forms of the mortal realm, making those
creatures their slaves. Their dominance made them
like gods. Then the true gods appeared, smashing the
aboleth's empire and freeing their slaves.
Aboleths have never forgotten.

Aboleths have flawless memories.
They pass on their knowledge and experience from
generation to generation. Thus, the injury of their defeat
by the gods, remains perfectly preserved in their minds.
Aboleths' minds are treasure troves of ancient lore,
recalling moments from prehistory with perfect clarity.
They plot patiently and intricately across eons. Few
creatures can conceive of the extent of an aboleth's plan.

Aboleths dwell in watery
Environments, including ocean abysses, deep lakes,
and the Elemental Plane of Water. In these domains
and the lands that adjoin them, aboleths are like gods,
demanding worship and obedience from their subjects.
When they consume other creatures, aboleths add
the knowledge and experiences of their prey to their
eternal memories.
Aboleths use their telepathic powers to read the minds
of creatures and know their desires. An aboleth uses
this knowledge to gain a creature's loyalty, promising to
fulfill such wants in exchange for obedience. Within its
lair, the aboleth can further us e its powers to override
senses, granting creatures, such as its followers, the
illusion of promised rewards.

The aboleth's fall from power
is written in stark clarity on their flawless memories,
for aboleths never truly die. If an aboleth's body is
destroyed, its spirit returns to the Elemental Plane
of Water, where a new body coalesces for it over
days or months.
Ultimately, aboleths dream of overthrowing the
gods and regaining control of the world. Aboleths have
had untold eons to plot and to prepare their plans for
perfect execution.

Aboleth Traits

Amphibious, Mucous Cloud, Telepathy, Tentacle, Tail.

Ability Score Increses

You get +2 to your strength score due to your size. You also get +1 to your charisma score.

Darvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Advantage

You get advantage on all history checks because you have existed for a long time.

Languages

You can read, speak, and understand deep speech. You can telepathically communicate with anyone that you see.

Amphibious

You can freely breathe above and below water.

Mucous Cloud

While underwater, the aboleth is surrounded
by transformative mucus. A creature that touches the aboleth
or that hits it with a melee attack while within 5 feet of it must
make a DC 14 Constitution saving throw. On a failure, the
creature is diseased for 1d4 hours. The diseased creature can
breathe only underwater.

Tentacle

Melee Weapon Attack: +9 to h it, reach 10ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 Constitution saving throw
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.