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Monsters

Aboleth

CR 10 aberration with 150 HP and AC 17. Multiattack strikes twice with 15-foot reach tentacles (2d6+5 bludgeoning; Grapple DC 14) and pairs melee with Dominate Mind (WIS DC 16, ong...

CR 10
AC
17
STR
21
DEX
9
CON
15
INT
18
WIS
15
CHA
18
Speed10 ft, swim 40 ft, climb 5 ft
Actions
  • Consume Memories
  • Dominate Mind
  • Multiattack
  • Tentacle +9 2d6+5 bludgeoning reach 15 ft
Type
Large aberration
CR
10
AC
17
STR
21
DEX
9
CON
15
INT
18
WIS
15
CHA
18
Alignment
lawful evil

Special Abilities

  • 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.

Aboleth. Large aberration, lawful evil.

Languages: Deep Speech; telepathy 120 ft.

Traits: Amphibious; Eldritch Restoration; Legendary Resistance (3/Day, or 4/Day in Lair)