Aboleth Behemoth

Family: Aboleth

Gargantuan aberration, lawful evil

Armor Class 18 (natural armor)
Hit Points 334 (18d20+136)
Speed 20 ft., swim 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 25 (+7) 10 (+0) 17 (+3) 19 (+5)

Saving Throws Str +15 Con +12 Wis +8
Skills Intimidate +14, Perception +8
Damage Resistances bludgeoning
Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 18
Languages Aquan, Deep Speech, Undercommon
Challenge 16 (15,00 XP)

SPECIAL Traits

  • Amphibious. The behemoth can breathe air and water.
  • Barbed Hide. A behemoth’s hide is studded with black barbs the length of short swords. Any creature grappling or grappled by the behemoth must succeed on a DC 18 Dexterity save at the end of each of their rounds or take 7 (2d6) piercing damage. Creatures grappled by the behemoth make this save at disadvantage. Creatures that make a natural attack against the behemoth must attempt the save after each successful attack.
  • Innate Spellcasting. The behemoth’s innate spellcasting ability is Charisma (spell save DC 17). The behemoth can innately cast the following spells without requiring components:
    • 3/day each (5th level): call lightning, shatter
    • 2/day each: chain lightning
  • Mucous Cloud. While underwater, the behemoth is surrounded by transformative mucus. A creature that touches the behemoth or that hits it with a melee attack while within 5 feet of it must make a DC 18 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
  • Siege Monster. The behemoth deals double damage to objects, structures, and vehicles.

ACTIONS

  • Multiattack. A behemoth can make three attacks: one with its gore and two with its tentacles.
  • Gore. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2d10+10) piercing damage. If the behemoth moves at least 20 ft. before making a gore attack, the damage increases to 32 (4d10+10) piercing.
  • Tentacle. Melee Weapon Attack: +15 to hit, reach 40 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save 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 other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin.
  • Enslave (3/Day). The behemoth targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed until the behemoth dies or until the behemoth is on a different plane of existence from the target. The charmed target is under the behemoth’s control and can’t take reactions, and the behemoth 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 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the behemoth.

ACTIONS

  • Multiattack. An engulfer makes four attacks with its tentacles.
  • Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is grappled (DC 16 to escape). If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save 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 other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin.
  • Wing Crush. Whenever a creature attempts to escape the grapple incurred by its wings, the engulfer may use its reaction to deal 13 (2d6+6) bludgeoning damage to all creatures being grappled by its wings.
  • Enslave (3/Day). The engulfer targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed until the engulfer dies or until the engulfer is on a different plane of existence from the target. The charmed target is under the engulfer’s control and can’t take reactions, and the engulfer 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 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the engulfer.

ABOUT

This horrifying aboleth boasts wide ray-like wings, an array of squirming tentacles, and rivulets of mucus that run in torrents down its massive body.

This massive aboleth rises like a living reef from the depths. Its slimy skin is broken by rows of sharp barbs. Above its trio of alien eyes sits a set of bull-like horns.

Behemoth aboleth are the result of a thousand years of experimentation, mutation, and hatred. Bred to devastate their masters’ enemies above and below the waves, behemoth aboleth are terrifying to behold and often drive lesser opponents away before a battle begins.

Originally created to battle krakens, aboleths now also use them as siege engines against the walled cities of the air-breathing races. The behemoth aboleth themselves are instilled with a deep hatred of kraken, and attack them in preference to all other targets.

Behemoth aboleth try to set up a battlefield in their favor, using their spell-like abilities to confuse and scatter their foes. When there are no foes to battle, behemoth aboleth become massive beasts of burden, hauling great loads for their more intelligent kin.

The great creatures grow increasingly restless under these conditions, and may lash out in rage if they persist for too long. To prevent this, aboleth communities generally send behemoth aboleths on “patrol” at least monthly, allowing them to vent their rage on any passing ships or large sea creatures.

Section 15: Copyright Notice

5e Menagerie: Horrors of the Aboleth, © 2016 Rogue Genius Games; Authors: Sam Hing and Rich E. Howard.

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