Innate Forcecasting. Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast the following force powers: At will: coerce mind, sense force 3/day each: fear, force suppression, telekinesis 1/day each: telekinetic wave, force lightning cone
Manifestation of Abeloth
Medium undead, neutral dark
CreatureScum and Villainy
At a glance
- Armor Class
- 22
- Hit Points
- 406 (28d12 + 224)
- Speed
- 30 ft.
- Saving Throws
- Dex +13, Con +16, Wis +11, Cha +15
- Skills
- Deception +15, Insight+11, Perception +19
- Damage Resistances
- cold, fire, lightning
- Damage Immunities
- poison; kinetic, ion and energy from unenhanced weapons.
- Condition Immunities
- charmed, frightened, poisoned, exhaustion
- Senses
- truesight 120 ft., passive Perception 29
- Languages
- all, telepathy 120 ft.
- Challenge
- 26 (90,000 XP)
Ability scores
- Str29+9Strength 29, modifier plus 9
- Dex21+5Dexterity 21, modifier plus 5
- Con26+8Constitution 26, modifier plus 8
- Int20+5Intelligence 20, modifier plus 5
- Wis17+3Wisdom 17, modifier plus 3
- Cha25+7Charisma 25, modifier plus 7
Abeloth's home planet is located in the Maw. Abeloth holds complete control over the planet's flora and fauna. The planet is notable for having numerous physical locations that corresponded to metaphysical locations in the realm known as beyond shadows. The planet was inhabited by the Ones until the Son and Daughter imprisoned Abeloth on the world.
Lair Actions
On initiative count 20 (losing initiative ties), Abeloth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
- Abeloth creates an illusory duplicate of herself, which appears in any square within 1 mile of Abeloth. On her turn, Abeloth can move the illusory duplicate a distance equal to her walking speed (no action required). The first time a creature interacts physically with the duplicate, the duplicate disappears.
- Abeloth causes up to 2 beasts within the lair to become dominated. They obey her telepathic commands, which reach the entire lair.
- Up to four plant creatures within the lair can use their reactions to move up to their speed and make one weapon attack.
Regional Effects
The region around Abeloth's lair is warped by her will, creating the following effect:
- If a humanoid spends at least 1 hour within 1 mile of the Lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into madness: "Everyone—except for other such psychotic beings—has been replaced by imposters. I must find Abeloth." A creature that succeeds on this saving throw can't be effected by this regional effect again for 24 hours. This madness lasts until cured or until Abeloth is defeated. If Abeloth is defeated, these effects fade over the course of 1d10 days.
About this creature
Abeloth, also known as the Bringer of Chaos and Beloved Queen of the Stars, is a being very powerful in both the dark the light sides of the Force. She first lived as the Servant, a mortal woman who served the powerful Ones on an unknown jungle planet over a hundred thousand years before the Battle of Yavin. Over the course of her life, she became the Mother: she kept the peace between the Father's warring Son and Daughter and became a loving part of the family. But she was still mortal—she grew old while her ageless family lived on—and she feared she would lose her precious family. In a desperate attempt to hold onto the life she so loved, she drank from the Font of Power and bathed in the Pool of Knowledge. Her actions corrupted her, transforming the Mother into the twisted, immortal entity known as Abeloth.
Loneliness. Abeloth is antagonized by loneliness; she feels an absolute need to be loved and adored. She has fed her cravings by instilling in Force-sensitives a desire to be with her, and in turn catered to their every need and assumed the role as their mother. This need stems from her original fear of losing her family. When her family abandoned her on their planet—the very reason she committed her crimes in the first place—she was driven insane by loneliness and despair. She feeds on fear and destruction in an attempt to gain more power; her ultimate goal is to recreate her lost family. She may try to force players to drink from the Font of Power, attempting to make replacements for the Son and Daughter.
Appearance. Abeloth has the ability to change her appearance at will. However, Abeloth's true form is that of a humanoid and barely-female being with deeply-sunken black eye sockets and tiny silver eyes reminiscent of tiny stars at the bottom of a deep well. She has a long cascade of straw-like, honey-blond hair that reaches to the ground and a large, full-lipped mouth that stretches from ear-to-ear and contains needle-like teeth. Her arms are stubby, protruding no more than ten centimeters from her shoulders, with hands that had long, writhing tentacles for fingers with suction cup tips. Her body is rigid and straight, and when she walks or runs, her legs ripple forward more than they swing. In addition, her body may be enshrouded in mist, giving her an ethereal aspect to her already frightening appearance.
Powers & Abilities. Abeloth's strength in the Force is a dozen times that of the most powerful Force user in the galaxy. She wields exceptional telekinetic powers, being able to release waves of Force energy that cause beings in her vicinity to implode, those farther away to be ripped to pieces, and buildings to melt to the ground. She is also able to teleport herself from one place to another. Abeloth can produce a Force-flash, affecting the visuals of ships in an entire star system. Abeloth can command the native flora of her planet. She has the ability to influence the minds of Force-sensitive beings who have spent an extended period of time in the Maw, causing a psychosis which makes them believe that everyone—except for other such psychotic beings—has been replaced by impostors and instilling in them a desire to find her. Possession. Abeloth is capable of possessing or absorbing the consciousness of beings in order to further enhance her power. Abeloth is able to take on the physical appearances of beings that she has consumed, and she is also able to project images of other beings. She prefers to inhabit the bodies of Force-sensitives, as non Force-sensitives' bodies fail to last for long before deteriorating. However, her dependency on avatars may ultimately be her greatest weakness: killing a significant number of avatars in her possession appears to result in her strength weakening such that her manifestation may be defeated. Imprisonment. For thousands of years, Abeloth has been imprisoned in the Maw, which is a cluster of black holes artificially created by Centerpoint Station and maintained from within by Sinkhole Station. These stations are believed to have been created by the Celestials. Abeloth's release from the Maw may be due to a number of reasons including the destruction or compromise of Sinkhole Station, or by a Current of the Force being altered and the flow of time changing. Defeat. If enough of her avatars are defeated, Abeloth's primary manifestation, usually in and about her home planet in the Maw, may be defeated in combat. Such a Force entity cannot be "truly" killed by normal means. It is thought that, if defeated, Abeloth would return: perhaps in one hundred years or perhaps in one hundred thousand years. However, it is believed by some that the Dagger of Mortis would be capable of killing Abeloth permanently. Additionally or alternatively, Abeloth may be contained by recreating the prison of the Maw or by some other equivalent means.
Traits
- Innate Forcecasting
- Legendary Resistance
If Abeloth fails a saving throw, she can choose to succeed instead.
- Force Resistance
Abeloth has advantage on saving throws against force powers and effects.
- Enhanced Being
Abeloth's weapon attacks are enhanced.
- One with the Force
Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Actions
- Multiattack
Abeloth makes two tentacle attacks.
- Tentacles
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (3d12+9) kinetic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.
- Will
If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random: 1. Beguiling Will. The target is stunned until the start of Abeloth's next turn. 2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn. 3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power. Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save.
Legendary actions
- Draining Lightning
Ranged Power Attack: +17 to hit, range 15 ft., one target. Hit: 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage.
- Maddening Will
Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.
