5e:Sgothgah

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D&D 5e Varied ʰ 
GoS, SRD5


a.k.a. The Whisperer
Sgothgah [1] (Individual)
Lineage: Aboleth
CR: 10 (5,900)
Alignment: Lawful Evil
Affiliations: Tharizdun, Jarme Loveage, Mr. Dory


Unofficial Summary: Sgothgah is an inquisitive aboleth. While exploring, it came across, enslaved, and devoured members of a Cult of Thrizdun. The thoughts of the cultists warped the mind of Sgothgah, bringing it to worship Thrizdun (even though religion is an anathema to aboleths). To hide this nonconformity, it moved to make a lair near the Styes. There it enslaved some humanoids and was pleased to find an existing cult of Thrizdun already exists in the town. It, in the disguise of The Whiperer, came to an understanding with Mr. Dory, to influence the cult.

Sgothgah found a juvenile kraken it believes was marked by Thrizdun. It captured it and intends to raise it, teaching it the ways of Thrizdun. The cult provides food to the kraken in the form of murdered vagrants and homeless. Sgothgah mentally enslaved Jarme Loveage to commit especially brutal murders for this purpose (although, Jarme does not remember these). Jarme was instructed to carry a lantern, to fit a local legend - the Lantern Ghost. Poor Jarme was caught and hanged for the murders.

Sgothgah (Individual) [1] [2] [3]
Large Aberration  (Aboleths), Lawful Evil
Armor Class: 17 (natural armor)
Hit Points: 135 (18d10+36)
Speed: 10 ft., swim 40 ft.
Str Dex Con Int Wis Cha
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws: Con +6, Int +8, Wis +6
Skills: History +12, Perception +10
Condition Immune: <
Senses: Darkvision 120 ft., passive perception 20
Languages: Deep Speech, Telepathy 120 ft.
Habitat: Underdark, Underground, Underwater
Challenge: 10 (5,900 xp)Proficiency Bonus (PB): +4

Features

Amphibious. The aboleth can breathe air and water.

Mucus Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

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

Multiattack. The aboleth makes three tentacle attacks.

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.

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

Enslave. The aboleth targets one creature it can see within 30 feet 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. 

Legendary Actions

The aberration 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 aberration regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.

Tail Swipe. The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.


Abolith's Lair

[4] Lair in subterranean lakes or ocean depths.

Lair Actions

[4] When fighting inside its lair, an abolith can use lair actions. On initiative count 20 (losing initiative ties), the aberration takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:

Regional Effects

[4] Region near the aboleth's lair

  • Underground becomes slimy and wet
  • Water fouled.
  • Projected image of aboleth

If the aboleth dies, the first two effects fade over the course of 3d 10 days.


Found in Adventures


Sources and Notes

  1. Mike Mearis. Ghosts of Saltmarsh (5e) (2019). Wizards of the Coast. p. 163-164, 172, 177, 179, 181-182, 184-185. (The Styes (5e)) Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. Loquid uses the Aboleth stat block from the SRD5 Licensed: OGL & CC-BY as modified as described on GoS p.169.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. Monster Manual (5e) p.13-14. (summarized)

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Monster data +

Sgothgah (Sort Text: Sgothgah 5e, Size: Large, Type: Aberration, Subtypes: Aboleth, Alignment: Lawful Evil, HP: 135, CR: 10, Features: Amphibious Mucus Cloud Probing Telepathy Multiattack Tentacle Tail Enslave, Legendary: Yes, Has Lair: No, NPC: Yes, Canon: Yes, Pointer: No, UA: No, User: No, Sources: Varied GoS SRD5)

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