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Welcome back to Dave’s Daily D&D Monsters! Today, I’ll be tackling the aboleth. Here’s what
you can expect from this post:
Aboleths. They’re totally gross, right? Basically big, psionic eels straight out of a Lovecraft
short story. Not only are they scheming behind the scenes, sending out their minions to do all
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
their dirty work, but they also have that body-horror ickiness that makes my skin crawl.
Hit someone with a tentacle and they turn into a sh person? Barf!
But I guess that’s why they’re such good D&D villains. Players don’t want to come anywhere
near these things. Not that they ever should, mind you, if they’re played right. They’re smart,
weird, and always ve steps ahead.
The rst variant, the aboleth fry, seemed a bit more obvious. Basically, a fry is a young version
of an aboleth; a baby aboleth, if you will. It carries a lot of the same basic stuff as an aboleth,
but loses its lair actions, legendary actions, and overall size. It’s basically to an aboleth what a
dragon wyrmling is to a legendary dragon. However, what’s interesting about the fry is that it
still has the same Intelligence and Wisdom as a full grown aboleth. The reasoning behind this
is that aboleths have eternal memories. They pass on their knowledge and experience from
generation to generation. So while the little bugger might not be as tough as mom or dad, it’s
just as devious and alien as those that spawned it.
Next up is the lumwochaak. And man, did I have fun coming up with this thing. Basically, it’s
a bigger, stronger, and meaner version of the basic aboleth. Yet still much different. Think of it
as a rogue mutation of aboleths, something most aboleths try to destroy immediately. And
instead of turning those it ghts into goopy sh people, it seeks to impregnate a host with its
larvae. Then, once the host “comes to term”, eel-like horrors crawl out of any available ori ce.
Oh, and by the way, the host is still alive while this happens. And the host remains alive,
spawning lumwochaak babies inde nitely as the lumwochaak and the spawn work to keep it
alive.
After six months of feeding, the lumwochaak spawn grow into ugly, bald, speechless versions
of the spawning host and act as minions for “daddy” lumwochaak.
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Along with the lumwochaak, I’ve also included a swarm of lumwochaak spawn and the
lumwochaak greater spawn template along with a sample.
If you haven’t already given it a read, I’ve been writing an adventure series on populating
Dyson Logos’ amazing Dyson Mega-Delve. In The Flooded Tunnels map of the Mega-Delve
there is a description given of a horrible monster, its strange bald servants, plus a whole mess
of its toothy children:
”
A foul mastermind of a beast crawled in along the Lost River cave and into the mines
and has settled into the chamber just north of the waterfall and source of the smaller
river. From this location it has sent its minions out to collect materials and based on
the genetic materials collected (from an unlucky adventurer) has birthed a collection
of nearly identical human-seeming creatures under its control. As they don’t speak,
they have been named “the brotherhood” by those other factions that have
encountered them.
Also swimming the waters of this area are the true children of the mastermind beast.
These little non-sentient monstrosities swarm in the water wherever they encounter
food or blood. Any serious adventuring in this area will rst require wiping out the
thousands of these little toothy bastards, or keeping the whole party above the water at
all times.
All of these aboleth variants are free for you to use in your own 5e campaign. Just not
commercially. And the art isn’t mine. Borrowed!
If you notice a mistake or have a suggestion for improvement, please feel free to leave a
comment below.
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Aboleth Fry
Abilities Str 16 (+3), Dex 9 (-1), Con 12 (+1), Int 18 (+4), Wis 15 (+2), Cha 16 (+3)
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth
learns the creature’s greatest desires if the aboleth can see the creature.
Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage. If the target is a creature, it must succeed on a DC 11 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.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 10 (2d6 + 3) bludgeoning
damage.
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Lumwochaak
Abilities Str 24 (+7), Dex 7 (-2), Con 17 (+3), Int 18 (+4), Wis 10 (+0), Cha 17 (+3)
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Luring Visage. Any humanoid or giant that can see the lumwochaak must succeed on a DC
15 Wisdom saving throw or be charmed. The lumwochaak can drop its appearance at any
time. The visage ends if the lumwochaak is incapacitated.
While charmed by the lumwochaak, a target is incapacitated and ignores the visage of other
lumwochaak. If the charmed target is more than 5 feet away from the lumwochaak, the
target must move on its turn toward the lumwochaak by the most direct route, trying to get
within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain,
such as lava or a pit, and whenever it takes damage from a source other than the
lumwochaak, the target can repeat the saving throw. A charmed target can also repeat the
saving throw at the end of each of its turns. If the saving throw is successful, the effect ends
on it.
A target that successfully saves is immune to the lumwochaak’s visage for the next 24
hours.
Actions
Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7)
bludgeoning damage and the target is grappled (escape DC 20). If the target is Huge or
smaller, it is also restrained until this grapple ends. While grappling the target, the
lumwochaak has advantage on attack rolls against it. When the lumwochaak moves, any
Huge or smaller target it is grappling moves with it.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (5d8 + 7)
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Kiss. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage
and 27 (6d8) psychic damage. If the target is a creature, it must succeed on a DC 16
Constitution saving throw or be diseased and impregnated with lumwochaak larvae. 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 body becomes bulbous and bloated. The diseased
creature can’t regain hit points, and its Dexterity decreases by 2 for every 24 hours that
passes to a minimum of 1. If the disease reduces the target’s Dexterity to 1, the target
becomes permanently incapacitated. Once permanently incapacitated, 1d4+1 swarms of
lumwochaak spawn emerge from the creature every 24 hours. The disease can be removed
only by heal or another disease-curing spell of 6th level or higher.
Vomit Spawn (1/day). The lumwochaak exhales a swarm of its spawn in a 15-foot cone. Each
creature in that area must make a DC 20 Dexterity saving throw, taking 14 (4d6) bludgeoning
damage on a failed save, or half as much damage on a successful one. Additionally, place 1d4
+ 1 swarm of lumwochaak spawn in the affected area.
Legendary Actions
The lumwochaak 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’s turn.
The lumwochaak regains spent legendary actions at the start of its turn.
Whirl (Costs 2 actions). If the lumwochaak is in water, each creature also in the same body of
water within 10 feet of the lumwochaak must succeed on a DC 19 saving throw or take (1d6 +
7) bludgeoning damage and be knocked prone. The lumwochaak can then swim up to half
its swimming speed.
A Lumwochaak’s Lair
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Lair Actions
When ghting inside its lair, a lumwochaak can invoke the ambient magic to take lair
actions. On initiative count 20 (losing initiative ties), the lumwochaak takes a lair action to
cause one of the following effects:
The lumwochaak changes all water to thick sludge within a 20-foot-radius sphere
centered on a point the lumwochaak can see within 120 feet of it. The sludge spreads
around corners. Each creature without the lumwochaak sub-type in the sludge when it
appears must make a DC 10 Dexterity saving throw or take 7 (2d6) acid damage and
become restrained on a failed save, or take half damage and have its movement reduced
by half on a successful one. A creature that ends its turn in the sludge takes 6 (2d6) acid
damage. The sludge lasts until the lumwochaak uses its lair action again or until the
lumwochaak dies.
Pools of water within 90 feet of the lumwochaak surge outward in a grasping tide. Any
creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength
saving throw or be pulled up to 20 feet into the water and knocked prone. The
lumwochaak can’t use this lair action again until has used a different one.
Water in the lumwochaak’s lair magically becomes a conduit for the creature’s rage. The
lumwochaak can target any number of creatures it can see in such water within 90 feet of
it. A target must succeed on a DC 14 saving throw or take 7 (2d6) psychic damage. The
lumwochaak can’t use this lair action again until it has used a different one.
Regional Effects
The region containing a lumwochaak’s lair is warped by the lumwochaak’s magic, which
creates one or more of the following effects:
Underground surfaces within 1 mile of the lumwochaak’s lair are slimy and wet and are
dif cult terrain.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the
lumwochaak that drink such water vomit it within minutes.
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
If the lumwochaak dies, the rst two effects fade over the course of 3d10 days.
Abilities Str 13 (+1), Dex 12 (+1), Con 11 (+0), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
Condition Immunities charmed, frightened, grappled, paralyzed, petri ed, prone, restrained,
stunned
Languages –
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can
move through any opening large enough for a Tiny eel. The swarm can’t regain hit points or
gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14
(4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or
fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) psychic
damage on a failed save, or half as much damage on a successful one.
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Statistics. The creature’s Int is 6 (-2), Wis is 8 (-1), and its Cha is reduced by 2 (minimum 1).
Languages. The creature understands Deep Speech and the same languages as its spawning
host, but can’t speak.
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New Special Trait: Amphibious. The creature can breathe air and water.
New Action: Bite. The creature has a bite attack. The attack is a Melee Weapon Attack with a
reach of 5 ft. On a hit, the creature deals 1d10 piercing damage and the target is grappled.
Until this grapple ends, the creature can’t bite another target.
Here the lumwochaak greater spawn template has been applied to a goblin.
Abilities Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 6 (-2), Wis 8 (-1), Cha 6 (-2)
Skills Stealth +6
Languages understands Common, Deep Speech, and Goblin but can’t speak
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Nimble Escape. The spawn can take the Disengage or Hide action as a bonus action on each
of its turns.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing
damage and the target is grappled (escape DC 9). Until this grapple ends, the creature can’t
bite another target.
Hopefully you enjoyed these aboleth variants and spin-offs and you have as much fun using
them in your campaign as I did coming up with them. Next up in the series, I’ll be tackling
angels.
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26/09/2019 Aboleth Variants for Dungeons & Dragons 5th Edition – Dungeon Master Dave
Chuul Variants for Dungeons Angel Variants for Dungeons Aarakocra Variants for
& Dragons Fifth Edition & Dragons 5th Edition - Part 1 Dungeons & Dragons 5th
November 19, 2018 August 21, 2018 Edition - Part 2
In "DM Dave's Daily Monsters" In "DM Dave's Daily Monsters" August 17, 2018
In "DM Dave's Daily Monsters"
A B E R R AT I O N S ABOLETH CR 02 CR 14 T E M P L AT E S
Published by DM Dave
I'm a writer, artist, and D&D nerd. My son, Jack is six, and he, too, is
quickly going down the long nerd road with me. My wife, Tracy just rolls
her eyes. View all posts by DM Dave
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