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Aboleth

Aboleth
Large Aberration, Typically Lawful Evil
Armor Class17(natural armor)
Hit Points135(18d10 + 36)
Speed10 ft, swim 40 ft
STR
21(+5)
DEX
9(-1)
CON
15(+2)
INT
18(+4)
WIS
15(+2)
CHA
18(+4)
Saving ThrowsCon +6, Int +8, Wis +6
SkillsHistory +8, Perception +6
SensesDarkvision 120 ft, passive Perception 16
LanguagesDeep Speech, Telepathy 120 ft
Challenge10( 5,900 XP) Proficiency Bonus+4

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 attacks with its Tentacle.

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 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.

Export

Aboleths were a race of malevolent, eel-like aberrations with potent psionic abilities.

Description

Aboleths were fish-like amphibians of immense size, often reaching 20?feet (6.1?meters) in length and weighing up to 6,500?pounds (2,900?kilograms), though they continued to grow as they aged and some fantastically ancient specimens might reach 40?feet (12?meters) in length. They resembled a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths were lamprey-like, filled with serrated, jawless teeth.

Aboleth underbellies were often orange-pink, while their topsides were typically sea-green. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads were roughly triangular-shaped, with a spherical, somewhat beak-like nose. Above the nose were their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangled from the bottom of the head. Four blue-black slime-secreting orifices lined the bottom of their bodies. Aboleth blood was green and thick, oozing like sap.

Aboleths breathed through a thick gray mucus-like substance, which covered their body and which they exuded from four pulsating organs along their body as they moved. If robbed of the ability to exude this slime, an aboleth would suffocate in water or on land alike. As such, an aboleth had to take care of its mucus. Out of the water, an aboleth's membrane-like skin dried out quickly, but this did not prove fatal in and of itself. Instead, the aboleth would eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying amongst aboleths. During this process, the so-hampered aboleth formed a tough, waterproof membrane. However, if this membrane was pierced, liquid flooded out and death was usually not far off for the aboleth.

Aboleths did not die of old age and so lived on indefinitely, barring violence or disease.

Psychology

Aboleths were both extremely cruel and highly intelligent. As a result, they were among the most dangerous foes that existed in the multiverse. Holders of many terrible secrets thanks to their unique genetic memory, aboleths were born fully aware and with all the memories of their ancestors, making even the youngest aboleth a frighteningly deadly predator. They were well aware of their weaknesses, however, and would not attack land-bound foes if they considered it to their disadvantage.

Aboleths were utterly self-centered as a race; they knew they were among the first beings in existence, and saw all things as theirs, having a particular loathing for land-dwelling creatures. Their enmity towards other races stemmed in part from their perception that these "upstart" races had stolen what was rightfully the aboleths'. All that stopped them from conquering the surface was their weakness on land (though an aboleth was always a fierce opponent) and the fact that they would rather enjoy themselves than waste time subduing feeble creatures such as humans. By contrast, they were greatly unsettled by the similarly powerful mind flayers, in part because they lacked knowledge of the race's precise origins.

Wholly alien but dangerously intelligent, aboleths were among the most powerful creatures in all of the known multiverse and, although often removed from human affairs, they did not hesitate at any point to kill or use any unfortunate mortals who crossed their path.

Culture

Aboleth society was utterly alien in many ways to that of more familiar races, in part due to the racial memory all aboleths exhibited as well as their generally bizarre psyches. Some aboleths formed clusters known as "broods", ruled over by powerful "overseers." These broods were often accompanied by aboleth servitors or other minions, such as the kuo-toa who were known to sometimes serve the race.

Aboleths had no gods that they worshiped. While they acknowledged the presence and power of gods, they had memories of a time long before any modern gods were worshiped and recalled such gods' birth and often demises within their own lifetimes. They were not concerned with an afterlife since their perspective on death was to consider it a failure and they intended to live forever. Aboleths did, however, have a certain respect that sometimes approached reverence for the powerful beings known as elder evils.

Aboleths used the term boorm (meaning "flow") to indicate a period of time.

This article uses material from the ï¿½Aboleth� article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.