b'Aboleth, Adult \n'b'  Family:   Aboleth  \n'b'  Large   aberration  (greater),  any chaotic alignment or unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  135 (18d10 + 36);  Wound Threshold  34  Speed  10 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX:  9 (-1)  CON:  15 (+2)  INT:  18 (+4)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6,  Int  +8,  Wis  +6  Skills   History * +12,  Nature * +12,  Perception * +10  Senses   darkvision  120 ft., passive  Perception  20  Languages  Deep Speech, telepathy 120 ft.  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The adult aboleth can breathe air and water. \n'b'  Mucous Cloud . While underwater, the adult aboleth is surrounded by transformative mucus. A creature that touches the adult 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 and  poisoned  for 1d4 hours. The diseased creature can breathe only underwater. \n'b'  Probing Telepathy . If a creature communicates telepathically with the adult aboleth, the adult aboleth learns the creature\xe2\x80\x99s greatest desires if the adult aboleth can see the creature. The target of this effect can make a DC 16  Charisma  saving throw to resist, becoming immune to the adult  aboleth\xe2\x80\x99s  probing telepathy for the next 24 hours if successful. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The adult aboleth makes three tentacle attacks. \n'b'  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\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t 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. \n'b'  Tail .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 15 (3d6 + 5) bludgeoning damage. \n'b'  Enslave (3/Day) . The adult aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16  Wisdom  saving throw or be magically  charmed  by the adult aboleth until the adult aboleth dies or until it is on a different plane of existence from the target. The  charmed  target is under the adult  aboleth\xe2\x80\x99s  control and can\xe2\x80\x99t take  reactions , and the adult 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 adult aboleth. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The adult 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\xe2\x80\x99s turn. The adult aboleth regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The adult aboleth makes a  Wisdom  ( Perception ) check. \n'b'  Tail Swipe . The adult aboleth makes one tail  attack . \n'b'  Psychic Drain (Costs 2 Actions) . One creature  charmed  by the adult aboleth takes 10 (3d6) psychic damage, and the adult aboleth regains  hit points  equal to the damage the creature takes. \n'b'\n'b' ABOUT \n'b' Adult aboleths make up the majority of this species\xe2\x80\x99 population. They\xe2\x80\x99re often alone in a domain they control from a submerged lair. \n'b' They stay in contact with their peers through the dreams that lead them to the memory sanctum. \n'b' Aboleths are aquatic, tentacled aberrations that look like a mix of cliones, cuttlefish, sea anemones, and none of them all at once. Aboleths are nightmares of the deep, covered in a dangerous mucus and possessing the ability to invade dreams. They prowl dark waters and hatch terrible plans that threaten the future of the entire world. \n'b' Origins of the Aboleths \n'b' On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It\xe2\x80\x99s difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes. \n'b' It\xe2\x80\x99s possible to gain information from the chuuls\xe2\x80\x99 sacred chants and the walls of their temples. \n'b' Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture. \n'b' There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth\xe2\x80\x99s palace from where it dispenses revelations. \n'b' The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers\xe2\x80\x99 worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles. \n'b' Masters of Plots \n'b' Nowadays, aboleths roam vast networks of aquatic underground tunnels. Endless canals constructed with magic or servants\xe2\x80\x99 hands-particularly the chuuls-allow them to swim between the depths of Cyfandir and Acoatl. Aboleths avoid acting in person: they dislike doing so, and their bodies are scarcely adapted to it. They make use of individuals\xe2\x80\x99 curiosity, greed, ambition, and despair to tempt them and coax them into carrying out beneficial  actions . \n'b' The Aboleths\xe2\x80\x99 Memory \n'b' Aboleths preserve their memory in a nightmarish sanctum they access when dreaming. They deposit all their memories there, as well as most of those of their devoured victims. All this information is then shared among their whole kind. If one of them dies, their knowledge is not lost. \n'b' Psychurges enter this memory sanctum through their dreams, leading them to sometimes believe this place has no physical presence. Yet it does exist, deep in the Netherworld somewhere near Acoatl, under the Karakin sea. \n'b' The aboleths also use this site to keep in contact with Blackwater and are able to create new vessels (see Aberrant creatures: Category III Aberration, or Vessel). \n'b' One might speculate that destroying the memory sanctum would sever the bond to Blackwater and end its pernicious influence. Unfortunately, the energy emanating from this place is so strong that humanoid minds are almost invariably shattered and plunged into madness. To win, it is therefore necessary to have both precise information to find it, and sufficiently advanced knowledge about aberrations to resist their powers. \n'b' Seemingly Infinite Knowledge \n'b' Aboleths and their servants sometimes appear omniscient, reinforced by their solemn demeanor. \n'b' They\xe2\x80\x99re certain the stars will align for them, and that their victory is inevitable. What they reveal may be unnerving, sometimes disheartening. Some fall into despair when they\xe2\x80\x99re made aware of the sheer vastness of the unknown. \n'b' The greater aberrations\xe2\x80\x99 power is real and their knowledge far from a ploy. These creatures are experts in  History  and  Nature  thanks to their access to the memory sanctum of their kind, and the bond they keep with Blackwater\xe2\x80\x99s cosmic entity. They hold a depth of knowledge far greater than most of Eana\xe2\x80\x99s inhabitants. \n'b' Their knowledge is not absolute, however, and their propensity for certainties can even make them naive in a way, in contrast to the potency of their intelligence. These beings are so sure of the depth of their knowledge of the world that they may delude themselves. The leeway to take advantage of this is tiny, but sometimes even a single grain of sand is enough to tip the scales.'