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Greater Aboleth

Greater Aboleth
Created with Chat Gpt

Greater Aboleth Towering aberrant sovereigns of the lightless deep, greater aboleths amplify their kin’s horrors to godlike tyranny—bloated leviathans wielding psychic dominion over legions of warped thralls, breeding perfect slaves in drowned ruins to reclaim cosmic supremacy.

Appearance

A grotesque amplification of the common aboleth, the greater aboleth stretches 30–40 feet in slick, pulsating length, its iridescent gray-green hide veined with throbbing bioluminescent filaments that cast eerie glows through perpetual mucus clouds; four massive tentacles—each tipped with lamprey-like maws—flank a cavernous, tooth-rimmed orifice, while clusters of four to six unblinking, multifaceted eyes gleam with ancient malice, evoking a living nightmare of eldritch evolution.

Behaviour

Imperious and methodical, greater aboleths exude haughty detachment, telepathically commanding vast thrall-hordes with disdainful whispers while obsessively cataloging slave lineages; they rarely stir from opulent lairs, delegating hunts to underlings but unleashing cataclysmic psionic fury on intruders, their slow, sinuous glides betraying eons of unchallenged supremacy.

Habitat

They claim palatial territories in fathomless Underdark lakes, abyssal ocean trenches, and cyclopean ruins of fallen abolethic civilizations—fortified with slave-forged monoliths amid toxic brine pools and illusion-shrouded caverns, far from the hated dryness of the surface world.

Modus Operandi

Greater aboleths orchestrate ambushes via enslaved scouts, ensnaring victims in webs of illusory lures before unleashing enslave beams and mucus auras that transmute flesh into obedient gill-slaves; in combat, they lash tentacles to grapple and crush, project mind-shattering phantasms, and summon thrall waves, retreating only to regenerate in slime-vats while plotting vengeance.

Motivation

Driven by insatiable hunger for absolute dominion, these immortals (enduring 2,000–3,000 years or more) pursue the perfection of slave-stock through ruthless eugenics, scheming to subvert surface empires and restore the Far Realm’s primordial reign, viewing all free-willed life as raw material for their eternal hierarchy.

  • Greater Aboleth 5e 2024
  • Greater Aboleth, Pathfinder
  • Greater Aboleth 3.5
Greater Aboleth
Created with Grok

Gargantuan aberration, lawful evil

Armor Class 18 (natural armor)
Hit Points 451 (26d20 + 208)
Speed 10 ft., swim 60 ft.

STRDEXCONINTWISCHA
24 (+7)10 (+0)26 (+8)28 (+9)20 (+5)28 (+9)

Saving Throws Str +14, Dex +7, Con +15, Int +16, Wis +12, Cha +16
Skills Arcana +16, Deception +16, History +16, Insight +12, Perception +12
Damage Immunities psychic
Condition Immunities charmed, frightened, poisoned
Senses blindsight 240 ft., darkvision 120 ft., passive Perception 22
Languages Deep Speech, telepathy 500 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6

Traits

Amphibious. The greater aboleth can breathe air and water.

Eldritch Restoration. If the greater aboleth is destroyed, it gains a new body in 3d10 days, regaining all its hit points in the Far Realm, its lair, or another location chosen by the DM.

Permanently Destroying a Greater Aboleth. A greater aboleth’s essence lingers in a hidden psionic cyst (AC 18, 100 HP, immunities as the aboleth) within its lair. If reduced to 0 HP before the 3d10 days elapse, the aboleth is permanently destroyed. Otherwise, it reforms as described.

Legendary Resistance (3/Day). If the greater aboleth fails a saving throw, it can choose to succeed instead.

Mucus Cloud. While underwater, the greater aboleth is surrounded by transformative mucus in a 15-foot radius. A creature that ends its turn in the cloud must succeed on a DC 24 Constitution saving throw or be afflicted with glistening, translucent skin. Until the affliction ends, the creature can breathe underwater, can’t regain hit points unless submerged in water, and takes 13 (2d12) acid damage at the end of each of its turns if not submerged. Submerging in water or applying moisture prevents the damage for 10 minutes. The affliction lasts until cured by a greater restoration spell or similar magic. On a successful save, the creature is immune to this greater aboleth’s Mucus Cloud for 24 hours.

Probing Telepathy. If a creature communicates telepathically with the greater aboleth, the aboleth learns the creature’s greatest desires if it has any.

Innate Spellcasting (Psionics). The greater aboleth’s innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
3/day each: dominate person, phantasmal force (6th-level version)
1/day each: dominate monster, feeblemind

Actions

Multiattack. The greater aboleth makes three Tentacle attacks. It can replace one attack with Enslave (3/Day).

Tentacle. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18) and must succeed on a DC 24 Constitution saving throw or be 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: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Enslave (3/Day). The greater aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 24 Wisdom saving throw or be magically charmed by the aboleth for 1 day, or until the aboleth dies or 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.

Legendary Actions

The greater 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 greater aboleth regains spent legendary actions at the start of its turn.

Detect. The greater aboleth makes a Wisdom (Perception) check.

Tail Swipe. The greater aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the greater aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Lair Actions

On initiative count 20 (losing initiative ties), the greater aboleth takes a lair action to cause one of the following magical effects:

  • The aboleth casts phantasmal force (no concentration 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 targeted creature succeeds on the saving throw or if the effect ends on it, the creature is immune to the aboleth’s Phantasmal Force Lair Action for 24 hours.
  • Any non-aboleth creature within 60 feet of the aboleth must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute or until the creature takes any damage.
  • Illusory phantasms assault the minds of up to four creatures that the aboleth can see within 60 feet of it. Each target must succeed on a DC 14 Intelligence saving throw or take 11 (2d10) psychic damage and have its speed reduced to 0 until initiative count 20 on the next round.

Regional Effects

The region containing a legendary greater 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 its lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth currently occupies. The copy lasts for as long as the aboleth maintains concentration, up to 1 hour (as if the aboleth was concentrating on a spell). Creatures that examine the image can tell it’s an illusion with a successful DC 14 Intelligence (Investigation) check. If any creature discerns the illusion for what it is, the image appears obviously illusory to that creature.
    If the greater aboleth dies, these effects fade over the course of 1d10 days.

Tactics and Combat Style

A greater aboleth lurks in submerged lairs, using its Probing Telepathy to glean weaknesses and Enslave to turn foes into allies before combat erupts. It begins encounters by dominating key threats with innate spells like dominate monster, then grapples and diseases melee attackers with tentacles while draining life via Psychic Drain. Leveraging Mucus Cloud to weaken and adapt enemies to aquatic dependence, it employs lair actions for illusions and crowd control, retreating to regenerate if pressed—always prioritizing long-term subjugation over direct confrontation, summoning thralls to overwhelm while plotting from the shadows.

XP 76,800
LE Gargantuan aberration (aquatic)
Init +5; Senses blindsight 120 ft., darkvision 120 ft.; Perception +30
Aura mucus cloud (20 ft.)

DEFENSE

AC 30, touch 7, flat-footed 29 (+1 Dex, +23 natural, –4 size)
hp 290 (20d8 + 200)
Fort +18, Ref +9, Will +19
DR 10/—; Immune cold, mind-affecting effects; Resist acid 20, electricity 20; SR 27

OFFENSE

Speed 10 ft., swim 80 ft.
Melee 4 tentacles +24 (2d8 + 13/19–20 plus grab and slime), tail slap +24 (3d8 + 13)
Space 20 ft.; Reach 20 ft. (30 ft. with tentacles)
Special Attacks consume memories (DC 27), enslave (3/day, DC 27)

Spell-Like Abilities (CL 20th; concentration +29)
At willdetect thoughts (DC 21), levitate, major image (DC 22), persistent image (DC 24), project image (DC 26), veil (DC 25)
3/daydominate monster (DC 28), mass suggestion (DC 25), phantasmal killer (DC 23)
1/dayfeeblemind (DC 24), symbol of persuasion (DC 26)

STATISTICS

Str 36, Dex 12, Con 30, Int 24, Wis 20, Cha 28
Base Atk +15; CMB +32 (+36 grapple); CMD 43 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Spell Penetration, Weapon Focus (tentacle)
Skills Bluff +29, Diplomacy +29, Intimidate +32, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (nature) +30, Knowledge (planes) +30, Perception +30, Sense Motive +25, Spellcraft +30, Swim +44; Racial Modifiers +8 Swim
Languages Aboleth, Aklo, Aquan, Common, Draconic, Undercommon; telepathy 500 ft.
SQ amphibious, eldritch restoration, probing telepathy

ECOLOGY

Environment any underground (Underdark lakes or abyssal ocean trenches)
Organization solitary or court (1 plus 2–6 aboleths or veiled masters and 10–50 skum or other thralls)
Treasure triple (ancient arcane relics, psionic artifacts, slave-hoarded treasures)

Greater aboleths are the colossal overlords of alghollthu society, dwarfing even veiled masters in size and psychic might. These 40-foot-long behemoths pulse with iridescent veins beneath slime-slick hides, their four massive tentacles and clusters of multifaceted eyes radiating ancient malice from drowned citadels where they breed perfect slave lineages to subvert the surface world.

SPECIAL ABILITIES

Consume Memories (Su) As a swift action against a creature grappled by its tentacles, the greater aboleth forces a DC 27 Will save or the target takes 8d6 psychic damage (half on success). On a failure, the aboleth gleans key memories; if reduced to 0 hp, the aboleth permanently gains the victim’s languages and one skill proficiency (max rank equal to the victim’s). This is a mind-affecting effect. The save DC is Charisma-based.

Eldritch Restoration (Su) If slain, the greater aboleth reforms in 3d10 days at full hp in its lair, the Far Realm, or a GM-chosen site.

Permanently Destroying a Greater Aboleth Its essence clings to a hidden psionic cyst (AC 20, 120 hp, DR 10/—, immunities as the aboleth, SR 25) in its lair. Destroying the cyst before reformation ends the aboleth forever.

Enslave (Su) Three times per day as a standard action, the greater aboleth targets one creature within 120 ft. (Will DC 27 negates). Failure charms the target indefinitely (as dominate monster, but compels even self-destructive acts). The aboleth communicates telepathically across planes. The target retries upon taking 50+ damage in a round, being 10+ miles away (once/24 hours), or via break enchantment (CL check DC 27). This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Mucus Cloud (Ex) Underwater, the greater aboleth exudes a 20-ft.-radius cloud. Creatures ending their turn in it must succeed on a DC 26 Fortitude save or their skin becomes translucent and slimy (–4 Con until cured; can’t regain hp except underwater; 2d10 acid damage every 10 minutes out of water unless moistened). Greater restoration or heal cures it; remove disease halts progression if cast within 1d4 rounds. Success grants 24-hour immunity. The save DC is Constitution-based.

Probing Telepathy (Su) Telepathic communication with the greater aboleth reveals the communicator’s deepest desires, fears, and secrets to it.

Combat

A greater aboleth orchestrates ambushes from submerged lairs using thralls and illusions like project image to scout and lure prey. It opens with dominate monster or enslave to conscript enemies, then grapples survivors with tentacles to consume memories while the mucus cloud debilitates air-breathers. If pressed, it power attacks for devastating strikes, relying on high DR and SR to endure spells, retreating via swim speed to regenerate and summon reinforcements—always favoring psychic subjugation and long schemes over brute force.

Resembling a primeval fish nearly thirty feet long, this creature has a bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.

Originally Posted
on creaturecatalog.enworld

Greater aboleths are larger, more intelligent versions of the common aboleth. They are normally only encountered in an aboleth city, where they control the slave population with unrelenting cruelty. Their superior enslavement powers make them well-suited for this task. Up to a dozen of these creatures may be found in a single aboleth city, each maintaining its own group of slaves.

A greater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A greater aboleth is 30 feet long and weighs several tons.

Aboleths speak their own language, as well as Undercommon and Aquan.

Aboleth, Greater
Huge aberration (Aquatic)
Hit Dice12d8+72 (126 hp)
Initiative+1
Speed10 ft. (2 squares), Swim 60 ft.
Armor Class18 (-2 size, +1 Dexterity, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple+8/+26
AttackTentacle
+16 melee (1d8+10 plus slime)
Full Attack4 tentacles +16 melee (1d8+10 plus slime)
Space/Reach15 ft./10 ft.
Special AttacksBite, enslave, psionics, slime
Special QualitiesAmphibious, Darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.
SavesFort +10, Ref +5, Will +14
AbilitiesStrength 30, Dexterity 12, Constitution 22, Intelligence 21, Wisdom 19, Charisma 19
SkillsBluff +19, Concentration +21, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (any three) +20, Listen +21, Spellcraft +20 (+22 scrolls), Spot +21, Use Magic Device +19 (+21 scrolls), Swim +18
FeatsAlertness, Combat Casting, Iron Will, Rapid Metabolism, Spell Penetration
EnvironmentUnderground
OrganizationSolitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (7-12 plus 1 ruler aboleth, 3-8 noble aboleths, 35-60 aboleths and 60-160 skum)
Challenge Rating11
TreasureDouble standard
AlignmentUsually lawful evil
Advancement13-16 HD (Huge); 17-36 HD (Gargantuan)
Level Adjustment

COMBAT

A greater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Astral Traveler (Sp): At will, a greater aboleth can join an astral caravan. This functions exactly as the psionic power of the same name.

Bite (Ex): Although a greater aboleth’s mouth is relatively small, it can still deliver a nasty bite. An aboleth’s bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can’t attack with its tentacles at the same time as it bites. On a successful hit, a greater aboleth’s bite deals 1d4+5 points of damage.

Enslave (Su): At will, a greater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 23 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by break enchantment (remove curse has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.

Knowledgeable (Ex): A greater aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal.

Mucus Cloud (Ex): A greater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 21 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp):

Effective caster level 20th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while Swimming, provided it Swims in a straight line.

Greater Aboleths and Lords of Madness

If you are using Lords of Madness in your campaign, greater aboleths may qualify for a number of the aboleth specific feats.

A greater aboleth that takes the Powerful Bite feat may qualify for the following new feat.

Oversized Maw [General]

An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.

  • Prerequisite: Aboleth, Huge or larger, Strength 30, Powerful Bite, Weapon Focus (bite).
  • Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth’s tooth-lined esophagus. The amount of damage is based on size: 2d8+Strength for Huge, 3d8+Strength for Gargantuan, and 4d8+Strength for Colossal.
  • A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1/2 aboleth’s natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth’s interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.

1988 Wizards of the Coast, Inc. Originally found in Dragon Magazine #131

See Also Aboleth

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