THE SHARED REFERENCE Adventurer

Monster

Aboleth

Official reference · XMM · 2024

Creature type
Aberration
Size
Large
Armor class
17
Hit points
150 (20d10 + 40)
Speed
Walk 10 ft., Swim 40 ft.
Challenge rating
10
Alignment
Lawful Evil
Strength
21
Dexterity
9
Constitution
15
Intelligence
18
Wisdom
15
Charisma
18
Passive Perception
20
Initiative
+7
Saving Throws
dex: +3; con: +6; int: +8; wis: +6
Skills
history: +12; perception: +10
Senses
Darkvision 120 ft.
Languages
Deep Speech; telepathy 120 ft.

Traits

Amphibious

The aboleth can breathe air and water.

Eldritch Restoration

If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.

Legendary Resistance (3/Day, or 4/Day in Lair)

If the aboleth fails a saving throw, it can choose to succeed instead.

Mucus Cloud

While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater.

While the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed.

Probing Telepathy

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

Actions

Multiattack

The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.

Tentacle

Melee Attack: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.

Consume Memories

Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Success or Failure: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.

Dominate Mind (2/Day)

Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance.

The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Lash

The aboleth makes one Tentacle attack.

Psychic Drain

If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points.

Regional effects

The region containing an aboleth's lair is warped by it, creating the following effects:

  • Foul Water: Water sources within 1 mile of the lair are supernaturally fouled. Creatures other than the aboleth and its allies that drink such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
  • Psionic Projection: While in its lair, the aboleth can cast Project Image, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16). When casting the spell this way, the spell's range is 1 mile, and the aboleth can use its telepathy as if it were in the illusion's space.

If the aboleth dies or moves its lair elsewhere, these effects end immediately.

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