BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Aboleth

Long before the days of mortals, or even before the coming of the gods, Aboleth lurked in the primordial depths and subterranean seas as ancient visitors from other planes.  They found the burgeoning life of this plane easily malleable- their own psychic powers easily dwarfing those dimly-awakened beings, and so they reached out with their alien minds and seized control of this realm, intending to enslave sapience and place themselves atop a new planar order. Their dominance made them like gods, their supernatural power worshipped.    But over time, the psychic powers of their thralls grew, straining at the mental shackles set by the aboleths. Mortal beings began to slip from their grasp, and the true gods appeared, smashing the Aboleth empire and relegating them almost beyond memory itself. But an Aboleth's memory is eternal and perfect, and the Aboleth have never forgotten the war the gods waged on them, nor have they conceded it. They merely bide their time for the next offensive.

Basic Information

Anatomy

To denizens of the mortal plane, an Aboleth appears entirely alien. An Aboleth has a long, tubelike body with a jagged dorsal fin running along their back, and ending in a a ragged, spined fin on the end of a tail on end and a perfectly round, suckerlike mouth most similar to that of a lamprey on the other, ringed with rows of squat triangular teeth. Aboleth have three large, smooth tentacles nearly the length of their body, which despite lacking any bones are thick and muscular. Protruding from all around the Aboleth's face are long barbels like those of a catfish, while three milky eyes run up the top of the aboleth's body. Aboleth have rows of gills which run around their head until the body branches into its tentacles and tail.

Ecology and Habitats

While Aboleth have not been seen for eons, the most credible rumors suggest isolated individuals may still exist in the hardest to reach and nearly untouched places of the world, such as the deepest ocean trenches and subterranean seas and lakes in the underdark, or deep in fetid ponds and pools in an as-of-yet unmarked part of the jungles of Luxia or Dualahei.

Dietary Needs and Habits

Aboleths are carnivores, but consume more than just material flesh, but sapience and psychic energy itself, using its power to enslave mortal beings to draw them in and feed upon them. An Aboleth's mouth literally rasps at a creature's psychic aura, stripping away layers of its psyche as it feeds, simultaneously draining the creature's lifeforce and also making it more subservient and pliant to the Aboleth's will. By its final feeding, a creature may be little more than a mindless puppet, the last of its thought and free will consumed before the Aboleth feasts on its vegetative body. However, an Aboleth's almost nonexistent metabolism means that it can go immense lengths of time without feeding, and even very limited psychic energy can sustain it.

Biological Cycle

Aboleth seem to be eternal and almost unaffected by the passage of time. Very little is known about the Aboleth's natural life cycle or even if they age. An Aboleth cannot even truly die. Rather, if an Aboleth's body is destroyed, its psychic energy returns to their home plane and coalesces into a new Aboleth.

Behaviour

The Aboleth's timeless nature and perfect memory means their fall from power was all the more traumatic. Every Aboleth remembers the glory days of the Empire, and also perfectly remembers each day of brutal ignominy spent hiding in existential terror at the fringes of existence from species who had not even yet evolved during their apex.   Suffice it to say, Aboleth are not thought to have not taken their downfall well. Although their memories are perfect and extended to before recorded time itself, their apparent withdrawal from the world means little they remember is useful to anyone besides themselves- still, Aboleth are often repositories of ancient lore- seeking to barter such knowldedge to gain power. Moreover, eternities spent living in the same black pits, often in complete isolation, means that any Aboleth is, to an outside perspective, completely insane. Its aims and perspective are so alien, and occur over a timeframe such as to be incomprehensible to mortal minds. To an Aboleth, sapience exists to serve it, its current rebellion against the Aboleth notwithstanding, and Aboleth will seek to reimpose their control wherever and whenever possible to eventually restore their eternal rule.   Aboleth use their telepathic powers to read the minds of creatures and know their desires, using this knowledge to gain a creature's loyalty, promising to help it fulfill these wants in exchange for obedience.

Additional Information

Social Structure

It is unclear exactly how Aboleth society was structured when it existed, and all known Aboleth reports describe them as solitary beings.

Average Intelligence

Aboleth are exceptionally intelligent. Their memories are perfect, and extend back to before recorded time itself, giving. Moreover, their immortal nature and telepathic ability means they can plan with almost perfect foresight on a timescale entirely beyond mortals.

Perception and Sensory Capabilities

An Aboleth's chief power comes from its psionic abilities, thought to be augmented by the strange barbels and tentacles on its body. It can feel the thoughts of any creature within 120 feet of it, and also effectively use its psionic ability to "see" in complete darkness. Moreover, an Aboleth can communicate telepathically with its thralls over any distance, and as part of the Aboleth's feeding process of consuming a creature's psionic energy, it also adds the knowledgge and memories of its prey to its own memory, enabling an Aboleth to become a literal treasure trove of knowledge and experience.

Symbiotic and Parasitic organisms

To an Aboleth, enslaving sapient species and moulding them to better suit the Aboleth's needs is nothing more than domestication. Contact with an Aboleth's mucous is enough to begin the dangerous process of transforming the creature into the aboleth's slave. The skin of such creatures becomes translucent and slimy, and they can no longer breathe or even survive outside of water. Over time, such transformations worsen and the body is further transformed until the afflicted eventually metamorphosizes into a Chuul- a purpose-built slave of the Aboleth Empire.
Conservation Status
While rumors Aboleth appearances circulate infrequently amongst learned scholars and the most intrepid explorers, Aboleth are thought to be extinct from the mortal plane for eons, and indeed few beyond the most studied are even familiar with their existence.
Average Weight
2,400 lbs
Average Length
12-16 feet
Average Physique
While Aboleth are known for their psionic powers, they are deceptively strong. Each Aboleth tentacle is solid muscle and sinew, and is capable of smashing a target nearly as hard as an ogre's club.
Body Tint, Colouring and Marking
Aboleth's skin is typically a pale yellow or sickly and mottled bluish green, and covered in a thick film of their transformative mucous.

Aboleth CR: 10

Large aberration , lawful evil
Armor Class: 17 (natural armor)
Hit Points: 135 (18d10+36) 18d10+36
Speed: 10 ft , swim: 40 ft

STR

21 +5

DEX

9 -1

CON

15 +2

INT

18 +4

WIS

15 +2

CHA

18 +4

Saving Throws: Con +6 1d20+6 , Int +8 1d20+8 , Wis +6 1d20+6
Skills: History +12 1d20+12 , Perception +10 1d20+10
Senses: darkvision 120 ft., passive Perception 20
Languages: Deep Speech, Telepathy 120 ft.
Challenge Rating: 10

3/day: Enslave. As an action, the aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 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 boleti'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. 


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 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 1d20+9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) 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 be heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.    Tail. Melee Weapon Attack: +9 1d20+9 to hit, reach 10 ft., one target. Hit: 15 (3d5+5) 3d6+5 bludgeoning damage.   

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) 3d6 psychic damage, and the aboleth regains hit points equal to the damage the creature takes. 

Lair Actions

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:  

  • The aboleth casts phantasmal force (no components requires) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a poll must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.
  • Water in the boleti's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) 2d6 psychic damage. The aboleth can't use this lair action again until it has used a different one. 

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshippers. 

Regional Effects

The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the boleti's lair are slimy and wet, and are difficult terrain. 
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes. 
  • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the images position as if present at that position. If the image takes any damage, it disappears. 
If an aboleth dies, the first two effects fade over the course of 3d10 3d10 days. 


This article has no secrets.

Comments

Please Login in order to comment!