How the Monsters Have Changed in the 2025 Monster Manual: Aboleth

Aboleth New Monster Manual.jpg


Are you wondering how the monsters have changed in the 2025 Monster Manual? Well, one way of showing this is to make side-by-side comparisons of the 2025 monsters to their 2014 equivalents. Today, we're looking at the aboleth.

The aboleth has received a major visual redesign, transforming the fish-like aberration into a hulking, tentaculed....thing. It's possible that the aboleth has retained its fish-like body, but the artwork shows the aboleth lumbering over a cultist, its mouth agape with mandibles and tentacles splayed out. I loved the original fish design, but I'll admit that this aboleth looks a lot more intimidating and eldritch than past depictions.

One major change in the 2025 Monster Manual is that regional effects now have mechanical effects to them. The aboleth fouls all water within a mile of its lair and any creature that drinks the fouled water must succeed on a DC 15 Constitution saving throw or gain the Poisoned condition for an hour. The aboleth can also cast Project Image with a range of a mile while inside its lair, and the aboleth can use its natural telepathy from the image as if it were in the illusion's space.

As for the stats themselves, the aboleth has 15 more HP in the 2025 Monster Manual. It also has received a significant boost to its Initiative bonus - instead of a -1 to its Initiative, it has a +7 Initiative bonus. The aboleth also now has proficiency on Dexterity saving throws, raising its -1 Dexterity saving throw bonus to a +3. All other ability scores and saving throws are the same.

The aboleth now explicitly has an eldritch restoration ability that allows it to reform in the Far Realm 5d10 days after its body is destroyed. I feel like this was present in past aboleth lore/statblocks, but was missing from the 2014 Monster Manual. The aboleth now has legendary resistances as well. The aboleth's mucous cloud effect has also changed. Instead of preventing the affected creature from breathing air, the creature now takes 1d12 acid damage every ten minutes while outside of water unless the creature has moisture applied to its skin. Instead of being diseased, the affected creature is now cursed, which means that the effects can be removed by a Remove Curse spell instead of a disease.

In terms of attacks, the aboleth's multiattack allows it to now use two tentacle attacks and either Dominate Mind (a renamed version of the aboleth's enslave ability) or the new Consume Memories ability. The tentacle no longer inflicts the aboleth's disease, but grapples a target instead. The tail attack is gone from the new statblock and the Dominate Mind ability now only can be used twice a day instead of three times a day. Additionally, Dominate Mind has a higher saving throw DC (16 instead of 14) and its effects are slightly changed, as the aboleth can now only control the creature while its within 60 feet (although the creature remains charmed outside of this range).

The aboleth has a new "Consume Memories" action that targets a creature within 30 feet of it and forces them to make an Intelligence saving throw. On a success, the aboleth deals 10 points (3D6) of Psychic damage and half-damage on a failure. On either a success or a failure, "the aboleth gains the target’s memories if the target is a Humanoid and is reduced to 0 Hit Points by this action." I feel like this means that the aboleth's Hit Points are reduced to zero, but the wording is a bit wonky. Update - Consume Memories only gains the target's memories if the target's Hit Points reach zero. Thanks to those who pointed this out!

The aboleth's legendary actions are changed, with Detect removed, the tail swipe changed to a single tentacle attack, and Psychic Drain now targeting a creature either a grappled or charmed by the aboleth with the Consume Memories action, with the aboleth automatically regaining 5 HP.
 

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Christian Hoffer

Christian Hoffer

Am I the only one who doesn’t like that it’s initiative bonus is a full 8 points higher than its dexterity modifier with no explanation given in the stat block? Does it, like, have expertise in initiative? What’s going on there?
I could not care less. It's fast in combat, that's all I need to know. I'm not sure how knowing why would change anything in play. Not one thing.
 

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I was being sarcastic, because I am salty that there are no monster creation rules.
I'm glad they aren't there. Having rules creates a narrative of expectation that DMs should be using those rules to build novl monsters; since I'm strongly opposed to using rules for something I can improvise easily, I'm glad that narrative is not being supported.
 

I'm glad they aren't there. Having rules creates a narrative of expectation that DMs should be using those rules to build novl monsters; since I'm strongly opposed to using rules for something I can improvise easily, I'm glad that narrative is not being supported.
And of course we all know that the books should be aimed squarely at TwoSix.
 

And of course we all know that the books should be aimed squarely at TwoSix.
That would be a silly business decision; I'm only one person and most of my preferences are out of step with the median D&D consumer.

But yes, it is nice when what I like and WotC's decisions line up every once in a while.
 

The aboleth has a new "Consume Memories" action that targets a creature within 30 feet of it and forces them to make an Intelligence saving throw. On a success, the aboleth deals 10 points (3D6) of Psychic damage and half-damage on a failure. On either a success or a failure, "the aboleth gains the target’s memories if the target is a Humanoid and is reduced to 0 Hit Points by this action." I feel like this means that the aboleth's Hit Points are reduced to zero, but the wording is a bit wonky.
I think it should be the target's HP. I think a better wording would be:
If the target is a Humanoid and is reduced to 0 Hit Points by this action, the aboleth gains the target’s memories.
 



I appreciate this kind of deep dive because a lot of the changes here are subtle and yet have a pretty strong impact on how this monster might "feel" in an encounter or combat. A few of my own notes:

1) Eldritch Restoration: This one is huge from a recurring villain standpoint. While it was sometimes implied in lore it hasn't been an explicit part of the 5e aboleth until now. Basically without a Macguffin you really cannot "stop" an aboleth, only delay them. And so its a great vehicle for that long term boss that the players can encounter earlier in the game without fear that the monster is just killed and sent on its way.....it will just come back smarter and angrier.

2) The attack routine: One thing I have seen now in a few 2024 statblocks, the including of the "special sauce power" in the attack routine. The fact that the aboleth gets to make 2 attacks AND use its mind controlling whammies is a notable improvement in coolness. Getting away from the idea that the DM has to give up their entire offense to maybe land a saving throw on a PC has never felt good, now they can deliver pain AND bring the scary whammies is a very welcome improvement.

3) Mucus Cloud: The big change here is its now an active thing the Aboleth puts on the PCs as it moves near them, rather than something the PCs take as a reaction to their attacks. There is some give and take on this one, as the old one did sometimes shake up how you deal with an aboleth. BUT....it is nice that the non-attackers in the group have to deal with the effect as well.

4) Consume Memories: A really slick little bit of flavor addition, and fits in so well with the aboleth's notion of a "living library". Imagine the players losing a beloved NPC to an aboleth, and then the next time they fight the aboleth taunts them with memories of times they had together. or even worse, if a PC died!

5) Grapple: So grapple is often overlooked as a control imo but its actually incredibly good. With the aboleths reach, it can grapple a character outside of 5 ft and so that might ruin melee attack possibilities. Or just the fact you can auto-move the PCs to nasty areas and drop them in.

6) Legendary Action: The biggest note here is that Consume Memories can be done with anything that is grappled (which is far easier than charmed when you consider PC saving throws) and can be done 3 or even 4 times a round. This is a great weapon against the heavier AC characters, as you can now drain them with int saving throws that bypass AC and can get a steady trickle of guaranteed healing, up to 15 a round. Its not a massive change but it does matter.


Now all of that said, its not all gravy:

1) Lower damage: Frankly the old aboleth was already lacking in the damage department and this new one deals far less overall. I have never had players feel "threatened" by what an aboleth brings in combat itself, only from its minions, and this aboleth unfortunately continues in that direction.

2) No ranged options: The 2014 aboleth really suffered from a lack of ranged options. I have used aboleths many times in my games and they have often disappointed as players found control options to keep the aboleth at bay, and then just took care of them safely at range. While water environments can limit that a bit I consider it MANDATORY for legendary monsters of this CR to have good long range options to account for the common powerful ranged builds you will see at that point in the game.
 


It has Expertise in History and Perception, as well. Looks like proficiency/expertise grants aren't called out explicitly, just present in the numbers.

That being said, the numbers are being generated from the normal proficiency algorithm (Stat + PB or Stat + 2*PB), so they aren't just making numbers up for those who worry about that sort of thing.
Monsters have always had skill Expertise in 5e, and it's never been called out as such in stat blocks. With the 2024 MM, some monsters now also have Proficiency or even Expertise in Initiative; I'm pretty certain the aboleth isn't the first stat block we've seen with it.
 

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