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System Reference Document 5.2.1
Monsters A–Z
Aboleth
Aboleth
Large Aberration, Lawful Evil
AC 17  Initiative +7 (17)
HP 150 (20d10 + 40)
Speed 10 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 21 +5 +5 Dex 9 −1 +3 Con 15 +2 +6
Int 18 +4 +8 WIS 15 +2 +6 Cha 18 +4 +4
Skills History +12, Perception +10
Senses Darkvision 120 ft.; Passive Perception 20
Languages Deep Speech; telepathy 120 ft.
CR 10 (XP 5,900, or 7 ,200 in lair; PB +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 suc-
ceed instead.
Mucus Cloud. While underwater, the aboleth is sur-
rounded 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 abo-
leth 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 (es-
cape DC 14) from one of four tentacles.
Consume Memories. Intelligence Saving Throw: DC 16, 
one creature within 30 feet that is Charmed or Grap-
pled 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.
Air Elemental
Air Elemental
Large Elemental, Neutral
AC 15  Initiative +5 (15)
HP 90 (12d10 + 24)
Speed 10 ft., Fly 90 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 14 +2 +2 Dex 20 +5 +5 Con 14 +2 +2
Int 6 −2 −2 WIS 10 +0 +0 Cha 6 −2 −2
Resistances Bludgeoning, Lightning, Piercing, Slashing
Immunities Poison, Thunder; Exhaustion, Grappled, 
Paralyzed, Petrified, Poisoned, Prone, Restrained, 
Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Auran)
CR 5 (XP 1,800; PB +3)
Traits
Air Form. The elemental can enter a creature’s space 
and stop there. It can move through a space as narrow 
as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Thunderous 
Slam attacks.
Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. 
Hit: 14 (2d8 + 5) Thunder damage.