Aboleth [1/4]Aberration · CR 10
Aboleth [1/4]Large Aberration, Lawful Evil
STR+521
DEX-19
CON+215
INT+418
WIS+215
CHA+418
AC17
HP150
CR10
SPD10 ft., Swim 40 ft.

TRAITS

AmphibiousThe aboleth can breathe air and water.

Eldritch RestorationIf 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 GM.

Aboleth [2/4]Aberration · CR 10
Aboleth [2/4]Large Aberration, Lawful Evil

TRAITS (cont.)

Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead.

Mucus CloudWhile underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, 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.

Probing TelepathyIf a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires.

Aboleth [3/4]Aberration · CR 10
Aboleth [3/4]Large Aberration, Lawful Evil

ACTIONS

MultiattackThe aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.

TentacleMelee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.

Consume MemoriesIntelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) 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.

Dominate Mind (2/Day)Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can

Aboleth [4/4]Aberration · CR 10
Aboleth [4/4]Large Aberration, Lawful Evil

ACTIONS (cont.)

Dominate Mind (2/Day) (cont.)communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair)Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns.

LashThe aboleth makes one Tentacle attack.

Psychic DrainIf the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points.

Aboleth [1/5]Large Aberration, Lawful Evil
CR10
17Armor Class
150Hit Points
10 ft., Swim 40 ft.Speed
STR21+5
DEX9-1
CON15+2
INT18+4
WIS15+2
CHA18+4

Initiative. +7

Senses. Darkvision 120 ft.; Passive Perception 20

Languages. Deep Speech; telepathy 120 ft.

Traits

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 GM.

Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead.

Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot

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Aberration
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Aboleth [2/5]Large Aberration, Lawful Evil
CR10
17Armor Class
150Hit Points
10 ft., Swim 40 ft.Speed
STR21+5
DEX9-1
CON15+2
INT18+4
WIS15+2
CHA18+4

Traits (cont.)

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.

Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires.

Actions

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

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Aberration
Monster card
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Aboleth [3/5]Large Aberration, Lawful Evil
CR10
17Armor Class
150Hit Points
10 ft., Swim 40 ft.Speed
STR21+5
DEX9-1
CON15+2
INT18+4
WIS15+2
CHA18+4

Actions (cont.)

Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.

Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) 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.

Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet

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Aberration
Monster card
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Aboleth [4/5]Large Aberration, Lawful Evil
CR10
17Armor Class
150Hit Points
10 ft., Swim 40 ft.Speed
STR21+5
DEX9-1
CON15+2
INT18+4
WIS15+2
CHA18+4

Actions (cont.)

of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns.

Lash. The aboleth makes one Tentacle attack.

Psychic Drain. If the aboleth has at least one creature Charmed or

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Aberration
Monster card
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Aboleth [5/5]Large Aberration, Lawful Evil
CR10
17Armor Class
150Hit Points
10 ft., Swim 40 ft.Speed
STR21+5
DEX9-1
CON15+2
INT18+4
WIS15+2
CHA18+4

Legendary Actions (cont.)

Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points.

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A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it spans 4 tent cards instead of being truncated. Print them all.

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Pick “Save as PDF” as the destination in the print dialog.

Aboleth — printable monster card

Large Aberration, Lawful Evil

  • CR 10
  • Aberration
  • Large

Full stat block

Armor Class
17
Hit Points
150
Initiative
+7
Speed
10 ft., Swim 40 ft.
Senses
Darkvision 120 ft.; Passive Perception 20
Languages
Deep Speech; telepathy 120 ft.
Challenge Rating
10 (5,900 XP)
Proficiency bonus
+4
Saving throw proficiencies
Dexterity, Constitution, Intelligence, Wisdom
Skill proficiencies
History (expertise), Perception (expertise)
Ability scores
STR DEX CON INT WIS CHA
21 +5 9 -1 15 +2 18 +4 15 +2 18 +4

Traits

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 GM.

Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead.

Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, 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.

Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires.

Actions

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

Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.

Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) 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.

Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns.

Lash. The aboleth makes one Tentacle attack.

Psychic Drain. If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points.

See also