Open main menu

Dungeons and Dragons Wiki β

SRD5:Aboleth

This material from the 5th edition SRD is published under the OGL
Aboleth
by lichaklevi1986
via imgbin.com
CC-BY-NC
Not part of the SRD
Aboleth [SRD5 OGL][1] [2] [3] [4]
Large Aberration, Lawful Evil
Armor Class: 17 (natural armor)
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.
Habitat: Underdark, Underground, Underwater
Challenge: 10 (5,900 xp)Proficiency Bonus (PB): +4

Features

Amphibious. The aboleth can breathe air and water.

Mucus 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 Weapons Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.

Enslave. 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 aberration 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 aberration 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.


End of the SRD5 material

Unofficial DescriptionsEdit

 [5] 
Aboleths are fish-like amphibians, twenty feet long and weighing about 6,500 pounds; they continue to grow as they age, however, and some fantastically ancient specimens reach much longer lengths. They are a kind of hybrid of fish and eel with some insectoid and annelid qualities; they have long, tubular bodies, like that of an eel, but fish-like tails at the end and two fins near the head and a dorsal fin near the back. Their bodies are also segmented, which is a worm or insect-like characteristic. Their underbellies are orange-pink, and their topsides sea-green. A little bit back from the head are four long tentacles, two on each side, two on the topside and two on the underbelly. Their heads are roughly triangle shaped, with a spherical, somewhat beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies.

 [6] 
The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Abolith's Lair

[7] Lair in subterranean lakes or ocean depths.

Lair Actions

[7] When fighting inside its lair, an abolith can use lair actions. On initiative count 20 (losing initiative ties), the aberration takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:

  • Phantasmal Force
  • Grasping Tide
  • Psychic Conduit Pools
  • Underground becomes slimy and wet
  • Water fouled.
  • Projected image of aboleth

If the aboleth dies, the first two effects fade over the course of 3d 10 days.


Sources and NotesEdit

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. habitat (Underground, Underwater) - user:Rlyehable
  5. Wikipedia - Aboleth (accessed 2019-10-25)
  6. Wizards RPG Team (2000). SRD v3.5. (3.5e) Wizards of the Coast. "Aboleth" Licensed: OGL.
  7. Monster Manual (5e) p.13-14. (summarized)

Back to Main PageSRD5Monster