b'Veiled Master \n'b'  Family:   Aboleth  \n'b'\n'b'  Large   aberration  (mythos),  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  300 (24d10+168)  Speed  10 ft., swim 80 ft.\n'b' STATS STR: 18 (+4) DEX:  18 (+4)  CON:  25 (+7)  INT:  21 (+5)  WIS:  18 (+4)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +12,  Int  +10,  Wis  +9  Damage Resistances  cold  Damage Immunities  lightning  Skills   History  +15,  Perception  +14  Senses   darkvision  120 ft., passive  Perception  24  Languages  Deep Speech, telepathy 120 ft.  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'\n'b'  Amphibious . The veiled master can breathe air and water. \n'b'  Innate Spellcasting . A veiled master\xe2\x80\x99s spell casting ability is  Charisma  (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  glyph of warding ,  suggestion  \n'b'  3/day :  major image ,  symbol  \n'b'  1/day each :  polymorph  (self only),  programmed illusion ,  teleport  \n'b'\n'b'  Mucus Cloud . While underwater, the veiled master is surrounded by transformative mucus. A creature that touches the veiled master or that hits it with a  melee attack  while within 5 feet of it must succeed on a DC 20  Constitution  saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \n'b'  Probing Telepathy . If a creature communicates telepathically with the veiled master, the veiled master learns the creature\xe2\x80\x99s greatest desires and darkest fears if the veiled master can see the creature. Additionally, for each minute of continued telepathic communication, the veiled master can experience one of that creature\xe2\x80\x99s memories. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The veiled master makes three tentacle attacks. \n'b'  Tentacle .  Melee Weapon Attack : +9 to hit, 20 ft. reach, one target.  Hit : 13 (2d8 + 4) bludgeoning damage plus 21 (6d6) lightning damage. If the target is a creature, it must succeed on a DC 20  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'  Bite .  Melee Weapon Attack : +9 to hit, 10 ft. reach, one target.  Hit : 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 17  Wisdom  saving throw or suffer an additional 27 (6d6 + 6) psychic damage as the veiled master consumes its memories. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the psychic damage taken, and the veiled master regains  hit points  equal to that amount. The reduction lasts until the target finishes a long rest. If the target\xe2\x80\x99s hit point maximum is reduced to 0, it remains alive and conscious and is treated as though it had 1 hit point, but it becomes a mindless slave of the veiled master, as though affected by the veiled master\xe2\x80\x99s enslave ability. \n'b'  Enslave (3/Day) . The veiled master targets one creature it can see within 60 feet of it. The target must succeed on a DC 19  Wisdom  saving throw or be magically  charmed  by the veiled master until the veiled master dies or until it is on a different plane of existence from the target. The  charmed  target is under the veiled master\xe2\x80\x99s control and can\xe2\x80\x99t take  reactions , and the veiled master 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 veiled master. \n'b'\n'b' Legendary Actions \n'b' The veiled master can take 4 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 veiled master regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Detect . The veiled master makes a  Wisdom  ( Perception ) check. \n'b'  Mental Assault . The veiled master bombards the mind of a single creature within 60 feet with psychic static. That creature has disadvantage on all d20 rolls it makes until the beginning of its next turn. \n'b'  Psychic Drain (Costs 2 Actions) . One creature  charmed  by the veiled master takes 21 (6d6) psychic damage, and the veiled master regains  hit points  equal to the damage the creature takes. \n'b'\n'b' About \n'b' Aboleths are ancient nigh-immortal creatures who have wandered the cosmos through the dreamlands, often influencing or even ruling the primordial deeps long before humanoid races rose to sentience and brought with them the attention of their gods. When younger races arose upon worlds aboleths claimed as their own, or alighted upon them during their exploration of space, aboleths began to manipulate these interlopers like puppets. Some of their kind disguized themselves to walk among their pets, veiling themselves with magic to appear as humanoids. These were the veiled masters- if one were to foolishly attempt to impose  human  hierarchies upon this alien race, veiled masters would be considered the nobility among their  aboleth  kin. In truth, while aboleths do treat veiled masters with utmost respect and defer to their decisions, they are not regarded as the rulers of the race. Stranger and still more dangerous entities rule over veiled masters from the deepest trenches below the sea. \n'b'  Master Manipulators . While all aboleths are skilled at domination and illusion, veiled masters are the true experts of the arcane. Veiled masters engineered their grandest deceptions and manipulations, their subtle coaxings often encouraging a rise to glory with veiled masters walking among the populace, whispering into their leaders\xe2\x80\x99 ears. \n'b' The people knew the veiled masters as scholars and arcanists, with murmurs that their mysterious cabal was more than  human , but veiled masters destroyed the bodies and minds of those who proved too curious. Whenever their proteges showed hubris- believing that they were greater than their patrons- these manipulators brought punishment upon them. \n'b' Should they fail to fall into line, the veiled masters unleashed their eldritch powers and rituals to invoke world-ending cataclysms while they retreated to the depths of the sea to live on, watching and waiting until the opportunity arose to walk among a new race once more and teach new lessons in secrets with too high a price. \n'b' The average veiled master measures 14 feet in length and weighs 1,500 pounds.'