Aboleth (/ˈæboʊlɛθ/ ÆB-o-leth)

Aboleths were a race of malevolent, eel-like aberrations with potent psionic abilities.

Description

Aboleths were fish-like amphibians of immense size, often reaching 20 feet (6.1 meters) in length and weighing up to 6,500 pounds (2,900 kilograms), though they continued to grow as they aged and some fantastically ancient specimens might reach 40 feet (12 meters) in length. They resembled a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths were lamprey-like, filled with serrated, jawless teeth.   Aboleth underbellies were often orange-pink, while their topsides were typically sea-green. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads were roughly triangular-shaped, with a spherical, somewhat beak-like nose. Above the nose were their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangled from the bottom of the head. Four blue-black slime-secreting orifices lined the bottom of their bodies. Aboleth blood was green and thick, oozing like sap.   Aboleths breathed through a thick gray mucus-like substance, which covered their body and which they exuded from four pulsating organs along their body as they moved. If robbed of the ability to exude this slime, an aboleth would suffocate in water or on land alike. As such, an aboleth had to take care of its mucus. Out of the water, an aboleth's membrane-like skin dried out quickly, but this did not prove fatal in and of itself. Instead, the aboleth would eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying amongst aboleths. During this process, the so-hampered aboleth formed a tough, waterproof membrane. However, if this membrane was pierced, liquid flooded out and death was usually not far off for the aboleth.   Aboleths did not die of old age and so lived on indefinitely, barring violence or disease.

Abilities

Aboleths had powerful psionic powers and were natural psions like mind flayers and many other denizens of the Far Realm. However, aboleths had a much more fearsome ability, the capacity to secrete a viscous gray fluid, much like mucus, which brought about a terrible transformation in air-breathing creatures so unfortunate as to be caught in the fluid. The skin of the victim was transformed into a membrane that allowed it to breathe in water, and changed the creature's consciousness to that of a mindless servant. This allowed aboleths to keep slaves, known as aboleth servitors, which they dominated and kept captive through their mind. Only the most powerful aboleths could do this, however, completing the process through a powerful ritual.   Another strange feature of aboleths was their memory. An aboleth was born with a racial memory, each individual inheriting the memories of its ancestors. Furthermore, it assimilated the memories of those it consumed. Each aboleth's memories were stored within an ever-growing part of its brain that extended down its back as it aged. Aboleths enjoyed spending time lost in particularly fine memories of their ancestors, and if they had nothing better to do, they might relive entire portions of their forebears' lives.   Aboleths were all hermaphroditic, possessing both male and female reproductive organs. When aboleths bred, they did so in private, laying roughly one to three eggs once every five years. When laid, the eggs gestated for the same five years before hatching into fully functional aboleths. Although these young aboleths are functionally adults, but they typically remained with their parent for roughly a decade, obeying the elder aboleth without question before setting out on their own.

Psychology

Aboleths were both extremely cruel and highly intelligent. As a result, they were among the most dangerous foes that existed in the multiverse. Holders of many terrible secrets thanks to their unique genetic memory, aboleths were born fully aware and with all the memories of their ancestors, making even the youngest aboleth a frighteningly deadly predator. They were well aware of their weaknesses, however, and would not attack land-bound foes if they considered it to their disadvantage.   Aboleths were utterly self-centered as a race; they knew they were among the first beings in existence, and saw all things as theirs, having a particular loathing for land-dwelling creatures. Their enmity towards other races stemmed in part from their perception that these "upstart" races had stolen what was rightfully the aboleths'. All that stopped them from conquering the surface was their weakness on land (though an aboleth was always a fierce opponent) and the fact that they would rather enjoy themselves than waste time subduing feeble creatures such as humans. By contrast, they were greatly unsettled by the similarly powerful mind flayers, in part because they lacked knowledge of the race's precise origins.   Wholly alien but dangerously intelligent, aboleths were among the most powerful creatures in all of the known multiverse and, although often removed from human affairs, they did not hesitate at any point to kill or use any unfortunate mortals who crossed their path.

Culture

Homelands

Notable Aboleths

  • Acordyx; ruler of a lost pirate stronghold who was killed by Conrad in late 4110 CE1.
  • Craboleth, the Invincible; ruler of the Abolethic Sovereignty who was transformed to stone by the Stone of Gond.
  • Statistics
    Conservation Status
    Data Deficient
    Size(s)
    Large
    Origin(s)
    Aberrant, supernatural
    Type(s)
    Aberration, magical beast
    Sub Type(s)
    Aquatic, psionic
    Alignment
    LG NG CG
    LN N CN
    LE NE CE
    Challenge Rating(s)
    Aboleth
    10
    General Information
    Patron Deity
    Pisaethces (most common aboleths and all savant aboleths)
    Juiblex (some)
    Movement
    Swimming
    Vision
    Darkvision
    Activity Cycle(s)
    Diurnal and Nocturnal with long hibernation periods
    Diet(s)
    Carnivorous
    Average Lifespan
    Indefinite
    Homeland(s)
    Far Realm
    Sea of Starlight
    Underdark
    Language(s)
    Aboleth, aquan, deep speech, undercommon, telepathy
    Favored Terrain(s)
    Underground, water
    Appearance
    Average Length
    20 ft (6.1 m)
    Average Weight
    6,500 lb (2,900 kg)
    Skin Color(s)
    Blue-green mottled gray in color with a pinkish tan belly
    Eye Color(s)
    Red
    History
    Genetic Ancestor(s)
    Arcane/Founders
    Genetic Descendant(s)
    Skum
    Notable Civilizations
    Xxiphu
    Notable Organizations
    Abolethic Sovereignty
    Notable Aboleth(s)
    Acordyx
    Craboleth, the Invincible
    Genetic Ancestor(s)
    Genetic Descendants
    Geographic Distribution
    Harvesting
    Because this creature is an Aberration, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
    Type: Abberation
    Skill: Arcana  
    DC Item Description Value Weight Exp. Crafting/Use
    10 Aboleth Teeth (large bag) Aboleth's teeth can be used to craft exotic weapons, decorations and trinkets. 20 gp 15lb Never Dagger (DMG)
    15 Aboleth Mucus (3 vials) Aboleths mucus can be quickly harvested for use in various alchemy concoctions. 20 gp 1lb 7 days Potion of Water Breathing (DMG)
    20 Aboleth Eye The large orb is valued by scholars and magic users, especially from the school of divination. 375 gp 45lb 2 days Lens of Forgotten History (HHH)*
    25 Aboleth Brain The aboleth's brain is prized by both alchemists and magic users. 1,600 gp 30lb 2 days Aboleth Amulet (HHH)*
    Meat
    The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.
      This creature produces 6d6 pieces of meat, weighing a total of 4 lbs a piece.

    Articles under Aboleth


    MM, page 13. Also found in PotA; ToA; WDH; WDMM; JttRC. Available in the SRD.

    Aboleth CR: 10

    Large aberration, lawful evil
    Armor Class: 17
    Hit Points: 135 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, Int +8, Wis +6
    Skills: History +12, Perception +10
    Senses: darkvision 120 ft. Passive Perception 20
    Languages: Deep Speech, Telepathy up to 120 ft
    Challenge Rating: 10

    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 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: 1d20+9 to hit, reach 10 ft ., one target. Hit: 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 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 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.   Tail. Melee Weapon Attack: 1d0+9 , reach 10 ft . one target. Hit: 3d6+5 bludgeoning damage.   Enslave (3/Day). 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 tel epath ical ly 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 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 3d6 psychic damage, and the aboleth 41 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 required) 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 pool 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 aboleth'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 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 worshipers.

    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 aboleth'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 image's position as if present at that position. If the image takes any damage, it disappears.
    If the aboleth dies, the first two effects fade over the course of 3d10 days.

    Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.

    Eternal Memories.

    Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.  

    Enemies of the Gods.

    The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

    Suggested Environments

    Underdark, Ocean Abyss

    Comments

    Please Login in order to comment!