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Tolamir, Ancient Aboleth Necromancer

Challenge
str
20
dex
12
con
18
int
20
wis
20
cha
18

AC 17 (natural armor)

HP 342 (36d10+144; bloodied 171)

Speed 10 ft., swim 40 ft.


Proficiency +4; Maneuver DC 17

Saving Throws Dex +5, Con +8, Int +9, Wis +9

Skills Deception +8, History +9, Stealth +5

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15

Languages Deep Speech, telepathy 120 ft.


Amphibious. Tolamir can breathe air and water.

Innate Spellcasting. Tolamir’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components:

At Will: animate dead , speak with dead

1/day each (when in grotto): Roav's reanimating circle of death, contagion , harm

3/day each: bestow curse , detect thoughts (range 120 ft.), major image project image (range 1 mile), vampiric touch

Legendary Necromancer. Tolamir’s long eons of study have given her power mortals can only dream of.

Control the Dead. As long as they are on the same plane as she is, Tolamir has a permanent telepathic bond with any undead creature she has created or brought under her control.

Create Empowered Undead. Tolamir can spend a week of ritual casting to create powerful undead. The outcome depends on the components, remains, and willingness of a given soul to return but can result in the creature having greater strength than when it was living.

Master of Lacedons. Tolamir is especially skilled in making aquatic undead. Three times per day she can use an action to touch a humanoid corpse and raise it as a lacedon ghoul or lacedon ghast (pages 229–230 in Monstrous Menagerie). Such undead are indefinitely under her control, and she can control 10 such creatures at one time.

Speed the Servants (3/Day). Tolamir can manipulate currents to allow a water vehicle to move at quadruple her normal speed for 1 week.

Legendary Resistance (3/Day). When Tolamir fails a saving throw , it can choose to succeed instead. When it does so, one of its eyes flashes with green light and then turns dull black. Once all 3 of its eyes are black, it is blind beyond the range of its blindsight until it finishes a long rest.


ACTIONS

Multiattack. Tolamir attacks three times with its tentacle.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature, it makes a DC 16 Constitution saving throw . On a failure, it contracts a disease called the Sea Change. On a success, it is immune to this disease for 24 hours. While affected by this disease, the target has disadvantage on Wisdom saving throws. After 1 hour, the target grows gills, it can breathe water, its skin becomes slimy, and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot, and it ends 24 hours after Tolamir dies.

Slimy Cloud (1/Day, While Bloodied ). While underwater, Tolamir exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw . On a failure, it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners, and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud.

Retributive Reanimation. Tolamir targets a dead humanoid with her Master of Lacedons ability.

Vampiric Touch (3rd-level). Melee Spell Attack: +9 to hit, reach 15 ft., one creature. Hit: The target takes 3d6 necrotic damage and Tolamir regains hit points equal to half the necrotic damage taken.

Contagion (5th-level). Melee Spell Attack: +9 to hit, reach 15 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures, the target stops making saving throws and the disease lasts for 7 days. After 3 successes, the effect ends.

Harm (6th-level). Tolamir targets a creature within 60 feet. The target makes a DC 16 Constitution saving throw . On a failure, the creature is diseased, taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save, the creature takes half the damage. The spell’s damage can’t reduce a target to less than 1 hit point.

Roav’s Reanimating Circle of Death (6th-level). Tolamir targets a 60-foot radius sphere within 120 feet. Creatures in the area make a DC 16 Constitution saving throw , taking 31 (9d6) necrotic damage on a failure, or half damage on a success. Creatures killed by this spell rise as zombies at the start of Tolamir’s next turn. They have 1 hit point, are not under her control, and attack the nearest living creature.


LEGENDARY ACTIONS

Tolamir can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of its turn.

Move. Tolamir moves up to its swim speed without provoking opportunity attacks .

Telepathic Summon. One creature within 90 feet makes a DC 16 Wisdom saving throw . On a failure, it must use its reaction, if available, to move up to its speed toward Tolamir by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect.

Rapid Reanimation. Tolamir targets a dead humanoid with her Master of Lacedons ability.

Baleful Charm (Costs 2 Actions). Tolamir targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw . On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleth’s allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleth’s orders.

Soul Drain (Costs 2 Actions). One creature charmed by Tolamir takes 22 (4d10) psychic damage, and she regains hit points equal to the damage dealt. 

Elite Recovery (While Bloodied ). Tolamir ends one negative effect currently affecting her. She can use this action as long as she has at least 1 hit point, even while unconscious or incapacitated .

Look Upon My Works (1/Day, While Bloodied ). Each creature within 90 feet makes a DC 16 Wisdom saving throw . On a failure, the creature sees a fragmentary vision of Tolamir’s memories, taking 33 (6d10) psychic damage. After taking the damage the creature forgets the vision, but it may learn one piece of lore.

Lunging Attack (While Bloodied ). Tolamir moves up to her swim speed without provoking opportunity attacks and makes a tentacle attack.

 

Behavior

Tactics

Tolamir strikes as many enemies as possible with her tentacles in order to infect them with the Sea Change, and then uses Baleful Charm on the biggest threats while targeting slain enemies with Master of Lacedons. When bloodied Tolamir uses Slimy Cloud and escapes through an underwater cave into deep waters.

Monster Type Description

Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.