Young Aboleth

Young Aboleth

Large aberration, lawful evil

Armor Class 16 (natural armor)
Hit Points 91(14d10+14)
Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 13 (+1) 18 (+4) 15 (+2) 17 (+3)

Saving Throws Con +4, Int +7, Wis +5
Skills History +7, Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, telepathy 120 ft.
Challenge 5 (1,800 XP)

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by a transformative mucus. A creature that touches the aboleth or 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 1 hour. The diseases creature can breathe only underwater.

Probing Telepath. 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. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) 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 only be removed 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.

Green Shadow Dragon Wyrmling

Green Shadow Dragon Wyrmling

Medium dragon, lawful evil

Armor Class 17 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30ft., fly 60ft., swim 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (0) 13 (+1)

Saving Throws Dex +4, Con + 5, Wis + 3, Cha +4
Skills Perception + 5, Stealth + 7
Damage Immunities poison
Damage Resistances necrotic
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 5 (1 ,800 XP)

Ambhibious. The dragon can breathe air and water.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The dragon makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) piercing damage plus 3 (1d6) necrotic damage.

Shadow Breath (Recharge 5-6). The dragon exhales noxious gas in a 1 5-foot cone. Each creature in that area must make a DC 1 3 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is not under the dragon’s control and will attempt to flee.

Dragon Turtle Wyrmling

Dragon Turtle Wyrmling

Medium dragon, neutral

Armor Class 19 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 10ft., swim 30ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (0) 18 (+4) 7 (-2) 11 (0) 7 (-2)

Damage Resistance fire
Senses darkvision 60ft., passive Perception 10
Languages Draconic
Challenge 5 (1,800 XP)

Ambhibious. The dragon turtle can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 1 0 (1 d 12 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.