Virethar world illustration - Fantasy theme
Fantasy

Virethar

F
FAFTrevor

Ruins, enchanted forests, and hidden secrets galore, all encompassed by a looming Infernal threat!


Author's Note: **TO AVOID SPOILERS, DON'T LOOK AT ANY SETTINGS OR INSPECT ANY CHARACTERS. IT'S BEST TO GO IN BLIND.** This custom game has tons of races to choose from, as well as a multitude of NPC's and monsters to interact with. Get lost in the story of an internal struggle between infernal forces that are brewing deep within the land, or forge your own adventure, independent of what goes on entirely! I personally recommend using Friends and Fables turn based combat feature, and due to the mass amounts of NPC's, locking game-changing/story-altering memories if you have the capability to do so. Some races have racial abilities that might come in handy, so make sure to ask Franz about it at the beginning of your game, and lock it into his memory as well!
Played33 times
Cloned0 times
Created
60 days ago
Last Updated
32 days ago
VisibilityPublic
Aboleth
CR 10Large Aberration
Aboleth
HP Range54 - 216 (Avg: 135)
AC17
XP5900
Details
SizeLarge
TypeAberration
CR10
XP5900
LanguagesDeep Speech, telepathy 120 ft.
Defenses
Armor Class17
HP Range54 - 216 (Avg: 135)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Enslave

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it 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.

Multiattack

The aboleth makes three tentacle attacks.

Tail

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

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'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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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