AC 13 (natural armor)
HP 33 (6d8 + 6; bloodied 16)
Speed 20 ft., swim 40 ft.
Proficiency +2; Maneuver DC 12
Condition Immunities
prone
Senses blindsight 30 ft., passive Perception 10
Languages understands Deep Speech but can’t speak
Aberrant Physiology. The slitherwhite doesn’t require air or sleep.
ACTIONS
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). The slitherwhite can grapple only one creature at a time.
Aboleths can create servitors by amputating several tentacles and grafting them together in a living knot of writhing flesh. The toxins of the aboleth’s slime cloud gradually bleaches the tentacles white. While slitherwhites are not appreciably sapient, they can receive simple telepathic commands from the aboleths, who use them for experimentation and waste disposal.
Combat
The slitherwhite follows simple orders without exercising judgment.
Aboleths dwell beneath the Midnight Sea, but their minions explore every part of Underland.
CR 0–2 1 or 2 oculites ; 1d4 slitherwhites
CR 3–4 maw swarm ; 3 or 4 oculites
CR 5–10 aboleth champion
Treasure 150 iron coins (worth 10 gp each, but only to creatures that trade with aboleths); vicious longsword
CR 11–16 aboleth champion with 3 or 4 aboleth thralls , oculites , or slitherwhites ; aboleth brute with 1 or 2 aboleth thralls ; aboleth fallen ascendant
Treasure a barnacled mithral nameplate, torn from an ancient ship, bearing the name Red Queen (worth 5,000 gp), 10 vials of bubbling slime (each acts as a combined potion of greater healing and potion of water breathing )
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.