Aboleth — fantasy monster illustration. Aboleth is a large aberration (Challenge Rating 11).

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Aboleth is already filled in.
Summon art →

Aboleth

Large Aberration

AC
17
HP
171
Speed
10
CR
11

Armor Class 17

Hit Points 171 (18d10+72)

Speed 10 ft., swim 40 ft.


STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)

Saving Throws Con +8, Dex +5, Int +9, Wis +9

Skills History +9, Stealth +5, Deception +8

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15

Languages Deep Speech, telepathy 120 ft.

Challenge 11


Traits

Amphibious. The aboleth can breathe air and water.

Innate Spellcasting. The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force

Actions

Multiattack. The aboleth attacks three times with its tentacle.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature it makes a DC 16 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.

Slimy Cloud (1/Day, While Bloodied). While underwater the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud.

Legendary Actions

The aboleth can take 2 legendary actions. Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

Move. The aboleth moves up to its swim speed without provoking opportunity attacks.

Telepathic Summon. One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect.

Baleful Charm (Costs 2 Actions). The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders.

Soul Drain (Costs 2 Actions). One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt.

Community Images

Aboleth — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022