Size:
Huge
Type:
Aberration
Form:
Temper:
# App:
1d4
Lair:
Diet:
Combat Dice: 5
Hit Points: 50 + 1d12
Attack Rank: 12
Passive Defense: 5
Active Defense:
Damage Reduction: 2
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The adult aboleth makes three tentacle attacks.
Action
Tail
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Action
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.
Legendary Action
Detect
The adult aboleth makes a Wisdom (Perception) check.
Legendary Action
Psychic Drain (Costs 2 Actions)
One creature charmed by the adult aboleth takes 10 (3d6) psychic damage, and the adult aboleth regains hit points equal to the damage the creature takes.
Legendary Action
Tail Swipe
The adult aboleth makes one tail attack.
Special
Amphibious
The adult aboleth can breathe air and water.
Special
Mucous Cloud
While underwater, the adult aboleth is surrounded by transformative mucus. A creature that touches the adult 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 and poisoned for 1d4 hours. The diseased creature can breathe only underwater.
Special
Probing Telepathy
If a creature communicates telepathically with the adult aboleth, the adult aboleth learns the creature's greatest desires if the adult aboleth can see the creature. The target of this effect can make a DC 16 Charisma saving throw to resist, becoming immune to the adult aboleth's probing telepathy for the next 24 hours if successful.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
4 tentacles
10 (1d6+5 plus slime)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
Mucus Cloud
While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a Paralysis save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth’s mucus cloud and failing another save extends the effect for another 3 hours.
Special
Slime
A creature hit by an aboleth’s tentacle must succeed on a Paralysis save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Initiative
Action
Feat 2
Iron Will
Action
Feat 3
Lightning Reflexes
Action
Feat 4
Weapon Focus (tentacle)
Action
Melee 1
4 tentacles +10 (1d6+5 plus slime)
Special
3/day
dominate monster (DC 22)
Special
At will
hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)
Special
Mucus Cloud (Ex)
While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.
Special
Slime (Ex)
A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.
Adult aboleths make up the majority of this species' population. They're often alone in a domain they control from a submerged lair.
They stay in contact with their peers through the dreams that lead them to the memory sanctum.
Aboleths are aquatic, tentacled aberrations that look like a mix of cliones, cuttlefish, sea anemones, and none of them all at once. Aboleths are nightmares of the deep, covered in a dangerous mucus and possessing the ability to invade dreams. They prowl dark waters and hatch terrible plans that threaten the future of the entire world.
Origins of the Aboleths
On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It's difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes.
It's possible to gain information from the chuuls' sacred chants and the walls of their temples.
Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture.
There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth's palace from where it dispenses revelations.
The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers' worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles.
Masters of Plots
5e SRD