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 ft. 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 ft. 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.
Can take 3 Legendary
ACTIONS, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary
ACTIONS are regained at the start of each 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.