Aboleth
CR 7, LE Huge Aberration (aquatic)
Senses: Perception 14, Darkvision 60
Speed: 10 ft., swim 60 ft. Skills: Athletics 12, Intimidation 14, Arcana 13
Languages: Aboleth, Aklo, Aquan, Undercommon
Ability Scores: Str 20 (+8), Dex 12 (+10), Con 22 (+9), Int 15 (+11), Wis 17 (+12), Cha 17 (+12)
INIT: +5 CP: +6 HP: 84 (8d8+48) SA: 10 DC: 20
AC: 20 Touch: 9 Flat-footed: 19 [+1 Dodge, +11 Natural, -2 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: Psychic Effect Immunity: Mental Effects
Mucous Cloud (ex) - While underwater, a Aboleth exudes a cloud of transparent slime. All creatures adjacent to it must succeed on a Con save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with the mucus cloud and failing another save extends the effect for another 3 hours. The slime can be cleaned away only with alcohol or universal solvent.
Water Breathing (ex) - The creature can breathe under water.
Attacks
- Melee (Natural) - 4 x tentacles +9 (1d6+5 plus slime). Reach: 15 ft. Slime - A creature hit by an Aboleth's tentacle must succeed on a Con save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new “flesh” is soft and tender, doing 4 Constitution damage as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.
Hypnotic Pattern (sp, Mental, Enchantment, Illusion) - The Aboleth can create a hypnotic pattern of colors in the air to fascinate creatures within 120 feet who fail a wisdom save. This affects up to 10 HD of creatures, starting with those with the fewest HD first. The pattern persists as long as the Aboleth maintains concentration on it plus two extra rounds.
Illusions (sp, Mental, Illusion) - The Aboleth can create illusions within 500 feet per the Image spell at will (up through level 6). These illusions are realistic to all senses and can be programed to respond to basic conditions. The Aboleth can also create an Illusory Wall, per the spell, can disguise terrain like Hallucinatory Terrain , and can clad it's subjects in an illusory disguise, per the Veil, spell.
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: any aquatic
Organization: None
Treasure: double
Four long tentacles writhe from this three-eyed fish-like creature's f lanks, and its green body glistens with thick, clear slime.
As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world's oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting. They once ruled the world with vast empires, and today view most other forms of life as either food or slaves-and sometimes both. They disdain the gods and see themselves as the true masters of creation. An aboleth is 25 feet long and weighs 6,500 pounds. In the darkest reaches of the sea, aboleths still dwell in grotesque cities built in nauseating and cyclopean styles. There they are served by countless slaves culled from every nation, air-breathing and aquatic alike, although the air-breathing slaves are doubly bound by magic and the need to constantly replenish their water-breathing ability via the excretions of their aboleth masters. Lone aboleths are often advance scouts for these hidden cities, seeking out new slaves.