This is homebrew, submitted by a member of the community.
Aboleth, Young
Aboleth, Young
Medium aberration, Lawful EvilMedium aberration, Lawful Evil
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 12, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. After 24 hours, the target can choose to repeat the Constitution save to end it.
Probing Telepathy. If a creature the aboleth can see communicates telepathically with the it, the aboleth learns the creature's greatest desires. The target of this effect can make a DC 15 Charisma saving throw to resist, becoming immune to the aboleth's probing telepathy for the next 24 hours if successful.
[b]Amphibious.[/b] The aboleth can breathe air and water.
[b]Eldritch Restoration.[/b] If destroyed, the aboleth gains a new body in [5d10] days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
[b]Mucus Cloud.[/b] While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 12, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 ([1d12]) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. After 24 hours, the target can choose to repeat the Constitution save to end it.
[b]Probing Telepathy.[/b] If a creature the aboleth can see communicates telepathically with the it, the aboleth learns the creature's greatest desires. The target of this effect can make a DC 15 Charisma saving throw to resist, becoming immune to the aboleth's probing telepathy for the next 24 hours if successful.
Actions
Multiattack. The young aboleth makes two tentacle attacks and one Consume Memories or Lesser Dominate.
Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from one of four tentacles.
Consume Memories. Intelligence Saving Throw: DC 13, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 6 (2d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.
Lesser Dominate (2/Day). The young 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 young aboleth dies or until it is on a different plane of existence from the target. The young 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 young aboleth.
[b]Multiattack.[/b] The young aboleth makes two tentacle attacks and one Consume Memories or Lesser Dominate.
[b]Tentacle.[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one target. Hit: 9 ([2d4+4]) bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from one of four tentacles.
[b]Consume Memories.[/b] Intelligence Saving Throw: DC 13, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 6 ([2d6]) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.
[b]Lesser Dominate (2/Day).[/b] The young 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 young aboleth dies or until it is on a different plane of existence from the target. The young 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 young aboleth.
Legendary Actions
Details
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