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Aboleth Fallen Ascendant

Challenge
Terrain
str
22
dex
14
con
20
int
20
wis
20
cha
18

AC 18 (natural armor)
HP 210 (20d10 + 100; bloodied 105)
Speed 10 ft., swim 40 ft.


Proficiency +5; Maneuver DC 19
Saving Throws Dex +7, Con +10, Int +10, Wis +10
Skills Deception +9, History +10, Intimidation +9, Stealth +7
Damage Resistances poison, psychic
Senses blindsight 30 ft., darkvision 120 ft.,passive Perception 15
Languages Deep Speech, telepathy 120 ft.


Amphibious. The aboleth can breathe air and water.

Innate Spellcasting. The aboleth’s spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells as bonus actions, requiring no components:

3/day each: detect thoughts (range 120 ft.), eyebite , phantasmal force, project image (range 1 mile)


ACTIONS

Multiattack. The aboleth attacks once with its bite and twice with its tentacles.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the aboleth can’t bite a different creature.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a creature, it makes a DC 18 Constitution saving throw . On a failure, it contracts a disease called the Sea Change. On a success, it is immune to this disease for 24 hours. While affected by this disease, the target has disadvantage on Wisdom saving throws. After 1 hour, the target grows gills, it can breathe water, its skin becomes slimy, and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot, and it ends 24 hours after the aboleth dies.


BONUS ACTIONS

Ink Jet (Recharge 5–6). While underwater, the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. The slime extends around corners, and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud. The aboleth then moves up to its speed without provoking opportunity attacks .

Eyebite (6th-Level; Concentration). The aboleth’s eyes become an inky void. One creature within 60 feet that the aboleth can see and that can see it must succeed on a DC 18 Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends, on each of the aboleth’s turns it can use a bonus action to target a creature that has not already succeeded on a saving throw against this casting of eyebite. The spell ends after 1 minute.

Asleep: The target falls unconscious , waking if it takes any damage or another creature uses an action to rouse it.

Panicked: The target is frightened . On each of its turns, the frightened creature uses its action to take the Dash action and move away from the aboleth by the safest and shortest available route unless there is nowhere for it to move. If the target moves to a place at least 60 feet away where it can no longer see the aboleth, this effect ends.

Sickened: The target has disadvantage on attack rolls and ability checks . At the end of each of its turns, it can make another Wisdom saving throw , ending this effect on a successful save.

Description

The result of the aboleths’ most successful attempts to confront the gods directly, fallen ascendants briefly achieved minor divine status, only to subsequently lose it. Bolstered by some lingering vestige of their short-lived divine power, they are among the most powerful of their kind.

Behavior

Combat

The aboleth bites and grapples its strongest enemy. It uses its tentacles on other foes in the area or on a grappled creature if no other enemies are within reach. If bloodied, it uses Ink Jet to escape.

Encounters

Aboleths dwell beneath the Midnight Sea, but their minions explore every part of Underland.

CR 0–2 1 or 2 oculites ; 1d4 slitherwhites

CR 3–4 maw swarm ; 3 or 4 oculites

CR 5–10 aboleth champion

Treasure 150 iron coins (worth 10 gp each, but only to creatures that trade with aboleths); vicious longsword

CR 11–16 aboleth champion with 3 or 4 aboleth thralls , oculites , or slitherwhites ; aboleth brute with 1 or 2 aboleth thralls ; aboleth fallen ascendant

Treasure a barnacled mithral nameplate, torn from an ancient ship, bearing the name Red Queen (worth 5,000 gp), 10 vials of bubbling slime (each acts as a combined potion of greater healing and potion of water breathing )

Monster Type Description

Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.