5e:Sgothgah
a.k.a. The Whisperer
Sgothgah (Individual) [1]
Lineage: Aboleth
Class:
CR: 10 (5,900)
Alignment: Lawful Evil
Affiliations: Tharizdun, Jarme Loveage, Mr. Dory
Tags:
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] | ||||||||||||
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Large Aberration (Aboleths), Lawful Evil | ||||||||||||
Armor Class: 17 (natural armor) | ||||||||||||
Hit Points: 135 (18d10+36) | ||||||||||||
Speed: 10 ft., swim 40 ft. | ||||||||||||
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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 | ||||||||||||
FeaturesAmphibious. The aboleth can breathe air and water. ActionsMultiattack. The aboleth makes three tentacle attacks. 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 ActionsThe 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. |
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:
- Phantasmal Force
- Grasping Tide
- Psychic Conduit Pools
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
- Mike Mearis. Ghosts of Saltmarsh (5e 2014) (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
- Loquid uses the Aboleth stat block from the SRD5 Licensed: OGL & CC-BY as modified as described on GoS p.169. ↑
- habitat - Dungeon Master's Guide (5e) p.302-305 ↑
- 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)