Aboleth

large aberration, lawful evil

Challenge 10 (5900 XP)

STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)

Defense

Armor Class 17 (natural)
Hit Points 150 (20d10 + 40)
Speed 10 ft., swim 40 ft.

Proficiencies & Senses

Saving Throws Dex +3, Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Languages Deep, telepathy 120 ft.
Darkvision 120 ft.
Passive Perception 20

Traits

Amphibious

The monster can breathe air and water.

Legendary Resistance

If the monster fails a saving throw, it can choose to succeed instead.

Probing Telepathy

If a creature the monster can see communicates telepathically with the monster, the monster learns the creature's greatest desires.

Actions

Eldritch Restoration

If destroyed, the monster gains a new body in days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.

Mucus Cloud

While underwater, the monster is surrounded by mucus. Constitution Saving Throw: DC 14, each in a - Emanation originating from the monster at the end of the monster'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 damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed.

Tentacle

Melee Attack: +9 to hit. reach 10 ft. Hit: 2d6 + 5 bludgeoning damage.

Multiattack

The monster makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.

Dominate Mind

Wisdom Save: DC 14. target: 60-foot radius, creature.

Consume Memories

Intelligence Save: DC 14. target: creature. Failure: 3d6 psychic damage; success: half.

Lash

The monster makes one Tentacle attack.

Psychic Drain

If the monster has at least one creature Charmed or Grappled, it uses Consume Memories and regains.