Aboleth Grand Savant anyone?
Here's the main bad guy in the module.
Comments?
Grand Savant; Male Aboleth Cleric3/Wizard5/Mystic Theurge10; CR 27; Gargantuan Aberration (Aquatic, Water); HD 24d8+168 plus 3d8+21 plus 5d4+35 plus 10d4+70; hp 427; Init +1; Spd 0ft., swim 60ft.; AC 18 (-4 size, +1 dex, +11 natural; Touch 7, flat-footed 17); Bab/Grpl +23/+33; Atk +30melee (1d8+11 plus slime, tentacle); Full Atk +30 melee (1d8+11 plus slime, 4 tentacles); Face/Reach 20ft./15ft.; SA Enslave, psionics, slime, spell-like abilities; SQ Acidic body, aquatic subtype, create shaboath golem, damage reduction 15/slashing or piercing, darkvision 60 ft., mucus cloud, immune to acid, see invisibility, spell immunities, SR28; AL LE; SV Fort +26; Ref +18; Will +36; Str 32, Dex 12, Con 24, Int 24, Wis 24, Cha 20.
Skills: Concentration +49, Knowledge (Arcana) +48, Knowledge (Religion) +48, Listen +25, Spot +25, Swim +19, Spellcraft +47, Use Magic Device +37
Feats: Ability Focus (Enslave), Alertness, Combat Casting, Complex Glyph, Craft Wondrous Item, Enlarge Ability (Enslave), Greater Spell Focus (Abjuration), Greater Spell Focus (Enchantment), Improved Complex Glyph, Iron Will, Scribe ScrollB, Spell Focus (Abjuration), Spell Focus (Enchantment), Quicken Spell-Like Ability (Inflict Critical Wounds), Quicken Spell-Like Ability (Mirage Arcane)
Domains: Blood Queen: Law (+1 caster level) and Protection (+13 bonus)
Cleric Spells per Day: CL13 - (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1) Save DC = 17 + spell level (19 + spell level for abjuration, enchantment)
Wizard Spells per Day: CL15 - (4/6/6/6/5/5/4/3/1) Save DC = 17 + spell level (19 + spell level for abjuration, enchantment)
Cleric Spells Prepared: 0) Detect magic (x2), guidance (x2), resistance (x2); 1) bless, command (x2), doom (x2), protection from good, sanctuaryD; 2) calm emotionsD, darkness (x2), desecrate, enthrall, hold person (x2), resist energy; 3) cure serious wounds, deeper darkness, dispel magic (x2), glyph of warding, protection from energyD; 4) cure critical wounds, dimensional anchor, divine power, freedom of movement, poison, spell immunityD; 5) dispel good, greater command, righteous might, spell resistanceD, true seeing; 6) anti-life shell, harm, hold monsterD, summon monster VI; 7) destruction, dictumD, repulsion
Wizard Spells Prepared: 0) Daze, detect magic, flare, message; 1) magic missile, obscuring mist (x2), ray of enfeeblement, silent image; 2) glitterdust, minor image, tasha’s hideous laughter, web; 3) dispel magic (x2), lightning bolt, major image, slow, stinking cloud; 4) animate dead, confusion, fear, phantasmal killer, polymorph, shadow conjuration; 5) baleful polymorph, feeblemind, hold monster, summon monster V, wall of force; 6) repulsion, summon monster VI (x2); 7) power word: blind, summon monster VII; 8) prismatic wall
Acidic Body: Any hit with a slashing or piercing weapon creates a burst of acid to all within 30ft. of the wound. This causes 2d10 points of acid damage, Reflex save for half (DC33). Additionally those hit with the acid are affected by the Slime power of the aboleth and must make a DC33 Fortitude save or have their flesh transform into a clear membrane.
Create Shaboath Golem – 2/day create a shaboath golem under its complete control. This is an instaneous effect and the golem is under the Grand Savant’s complete control.
See Invisibility (ex): The Grand Savant can always see invisible and ethereal creatures within line of sight.
Enslave (su): At Will - the Grand Savant can enslave a creature within 30ft; Will save DC39 to avoid. As dominate person (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new save every 24 hours to break free.
Psionics(sp): At will – hypnotic pattern (DC17), illusory wall (DC19), mirage arcane (DC20), persistent image (DC20), programmed image (DC21), project image (DC22), veil (DC21). Caster level 16th.
Slime(ex): A creature hit by a tentacle must succeed on a DC37 Fortitude save or begin to transform over the next 1d4+1 minutes. The creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. A remove disease before the transformation ends will restore an afflicted creature; afterwards only a heal or mass heal spell can reverse the affliction
Spell Immunities: The Grand Savant is immune to polymorphing, blindness/deafness, feeblemind, and phantasmal killer. It is immune to all spells and spell-like abilities that cause this effects as if it had successfully passed spell resistance.
Spell-Like Abilities: At Will – charm monster (DC19), inflict critical wounds (DC19)
Mucus Cloud (ex): Any creature coming into contact with this cloud (1ft from the body), but succeed on a DC37 Fortitude save or lose the ability to breathe air for the next 3 hours. The Grand Savant excretes at all times – not just in water.
Conversion Notes:
Based off of a 24HD Aboleth, Clr3/Wiz5/MTh10. Advanced to a 24HD aboleth which gives it 42HD total (2 more than listed), but rounds out more evenly for CR calculations
SR based on a 40% chance vs. a 20th level caster.
The creature is listed as immobile – but it sounds like it can still move about a bit so it retained it’s dexterity score.
The creature is listed as not having any physical attacks. Left the attack scores in anyway.