AC 15 (natural armor)
HP 49 (11d6 + 11; bloodied 24)
Speed 5 ft., fly 30 ft. (hover), swim 30 ft.
Proficiency +2; Maneuver DC 12
Damage Vulnerabilities thunder
Condition Immunities
deafened
,
prone
Senses darkvision 120 ft., passive Perception 12
Languages understands Deep Speech but can’t speak
Aberrant Physiology. The oculite doesn’t require air, sustenance, or sleep.
Refraction. When the oculite takes radiant damage, one creature of the oculite’s choice within 30 feet takes the same amount of damage.
ACTIONS
Energy Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.
When a sentient creature suffers complete liquefaction from an aboleth’s slime cloud, the aboleths isolate them in crystal shells. There, they undergo a metamorphosis that transforms them into an unblinking eye about two feet in diameter. Oculites are often set to patrol a region or scout out an area. When they return to their controller, the aboleth telepathically scans the oculite’s memories for anything of interest.
Combat
The oculite stays at least 100 feet away from enemies. When bloodied , it retreats to its aboleth master.
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.