Large ooze, unaligned
Armor Class 14
Hit Points 32 (5d10+5)
Speed 20 ft., swim 50 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 12 (+1) | 8 (-1) | 10 (+0) | 7 (-2) |
Saving Throws (suggested) Str +4
Skills Stealth +3
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned, prone
Damage Immunities cold, electricity, fire, poison, piercing
Senses Blindsight 90 ft., passive Perception 10
Challenge 2 (450 XP)
False Appearance. While the aballin remains motionless, it is indistinguishable from a normal pool of water.
ACTIONS
- Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d4+1) acid damage. If the target is Medium or smaller, it is grappled (escape DC 12) and pulled 10 feet toward the aballin. Until this grapple ends, the target is restrained. Once the target is pulled toward the aballin it is enveloped and the aballin tries to drown it. Until such condition persists, any attack against the aballin inflicts damage to the target also.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
An Aballin is a fluid monster that resembles a clear puddle of water, but is actually composed of a weak acid that can dissolve organic matter. It is also known as living water, and can change its shape to a 10-foot tall column of liquid when it attacks. It has no eyes, but can sense its prey through smell and vibration. It is often found near bodies of water, where it can blend in with the environment and lure unsuspecting victims with the metal items it has accumulated from its previous kills.
COMBAT
An Aballin is a cunning and patient predator that waits for its prey to come close enough before striking. It can envelop a man-sized or smaller creature with its pseudopodic appendages and try to drown it in its acidic body. The Aballin can only attack one creature at a time, and cannot move very fast on land. It is immune to fire, cold, electricity, poison, paralysis, and all spells or attacks that alter vision or affect the subject through vision. It can only be harmed by blunt weapons of magical enchantment. It is also vulnerable to spells that affect water, such as transmute water to dust or lower water.
HABITAT / SOCIETY
An Aballin prefers warm and temperate climates, and can be found in wilderness or subterranean areas with plenty of water sources. It can inhabit rivers, lakes, fountains, pools, or even ditches and puddles. It is usually solitary, but sometimes travels in family units of up to four. A mated pair of Aballins can merge together to form a larger creature to defend themselves or their offspring. An Aballin has average intelligence, but no language abilities.
ECOLOGY
An Aballin is an omnivore that feeds on any organic matter it can catch and digest. It can survive for long periods without food or water, as it can absorb moisture from the air or the ground. It plays an important role in keeping down the populations of harmful creatures and plants in its habitat, but also poses a threat to any travelers or explorers who venture near its territory. An Aballin has no natural enemies, except for those who seek to hunt it for its treasure or for sport.