Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) |
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and 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.
Probing Telepathy. If a creature communicates
telepathically with the aboleth, the aboleth learns the creature's
greatest desires if the aboleth can see the creature.
Actions
Multiattack. The aboleth 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.
Legendary Actions
The aboleth 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 aboleth regains spent
legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed
by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains
hit points equal to the damage the creature takes.