%% ```statblock monster: Aboleth ``` %% *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. **Challenge** 10 (5,900 XP) ***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. ***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 Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (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 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. 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) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.