Shade
Monster Junkie
Aboleth, Saltwater
http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-2.html
Aboleth, Saltwater
Huge Aberration (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 80 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+23
Attack: Tentacle +13 melee (1d8+8 plus slime)
Full Attack: 4 tentacles +13 melee (1d8+8 plus slime)
Space/Reach: 15 ft./10 ft. (15 ft. w/tentacles)
Special Attacks: Bite, enslave, psionics, slime
Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud, telepathy 60 ft.
Saves: Fort +8, Ref +4, Will +12
Abilities: Str 26, Dex 13, Con 21, Int 18, Wis 17, Cha 20
Skills: Concentration +18, Knowledge (any two) +17, Listen +18, Spot +18, Spellcraft +17, Swim +16
Feats: Alertness, Combat Casting, Improved Initiative, Iron Will
Environment: Any aquatic
Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum), or city (35-60 aboleths or saltwater aboleths plus 1 ruler aboleth, 3-8 noble aboleths, 7-12 greater aboleths and 60-160 skum)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 11-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —
Resembling a primeval fish, this creature is 25 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped red eyes, protected by bony ridges, are set one atop the other in front of its head. A quartet of serpentine tentacles lash about it.
Saltwater aboleths are larger, smarter relatives of their freshwater brethren. They make their lairs in deep, undersea caverns, where they scheme to dominate all other sentient life. Saltwater aboleths abhor land-dwelling life forms and strive to eradicate it.
A saltwater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A saltwater aboleth weighs about 12,000 pounds.
Aboleths speak their own language, as well as Undercommon and Aquan, and can communicate telepathically.
COMBAT
A saltwater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Although it possesses less psionic abilities than its freshwater kin, a saltwater aboleth’s illusions are harder to resist, and its attacks pack a greater punch.
Bite (Ex): Although a saltwater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a saltwater aboleth's bite deals 1d4+4 points of damage.
Enslave (Su): Six times per day, a saltwater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 20 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based.
Mucus Cloud (Ex): A saltwater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.
Psionics (Sp): At will—detect evil, detect good, detect magic, hypnotic pattern (DC 18), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), see invisibility, veil (DC 22). Effective caster level 11th. The save DCs are Charisma-based.
Slime (Ex): A blow from a saltwater aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 20 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.
Skills: A saltwater aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Psionic Saltwater Aboleths
A psionic saltwater aboleth does not possess spell-like abilities or the enslave ability of the standard saltwater aboleth. Instead, it has psi-like abilities, including psionic dominate.
Special Attacks: Psi-like abilities, slime
Skills: Autohypnosis +18, Concentration +18, Knowledge (any one) +17, Listen +18, Psicraft +17, Spot +18, Swim +16
Feats: Alertness, Combat Manifestation, Improved Initiative, Iron Will
Psi-Like Abilities: At will—detect psionics, disable (30-ft. cone, 12 HD, DC 23*), false sensory input (five targets, DC 19*), mental disruption (20-ft. radius, DC 21*), mindlink (unwilling, nine targets, DC 17*); 6/day—psionic dominate (any target, 24 hours, DC 23*; 3/day—ego whip (ML 7th, 2d4, DC 20*), id insinuation (ML 7th, three targets, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—remote viewing (DC 20). Manifester level 11th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.
Originally appeared in Dungeon Magazine #12 (1988).
http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-2.html
Aboleth, Saltwater
Huge Aberration (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 80 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+23
Attack: Tentacle +13 melee (1d8+8 plus slime)
Full Attack: 4 tentacles +13 melee (1d8+8 plus slime)
Space/Reach: 15 ft./10 ft. (15 ft. w/tentacles)
Special Attacks: Bite, enslave, psionics, slime
Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud, telepathy 60 ft.
Saves: Fort +8, Ref +4, Will +12
Abilities: Str 26, Dex 13, Con 21, Int 18, Wis 17, Cha 20
Skills: Concentration +18, Knowledge (any two) +17, Listen +18, Spot +18, Spellcraft +17, Swim +16
Feats: Alertness, Combat Casting, Improved Initiative, Iron Will
Environment: Any aquatic
Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum), or city (35-60 aboleths or saltwater aboleths plus 1 ruler aboleth, 3-8 noble aboleths, 7-12 greater aboleths and 60-160 skum)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 11-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —
Resembling a primeval fish, this creature is 25 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped red eyes, protected by bony ridges, are set one atop the other in front of its head. A quartet of serpentine tentacles lash about it.
Saltwater aboleths are larger, smarter relatives of their freshwater brethren. They make their lairs in deep, undersea caverns, where they scheme to dominate all other sentient life. Saltwater aboleths abhor land-dwelling life forms and strive to eradicate it.
A saltwater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A saltwater aboleth weighs about 12,000 pounds.
Aboleths speak their own language, as well as Undercommon and Aquan, and can communicate telepathically.
COMBAT
A saltwater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Although it possesses less psionic abilities than its freshwater kin, a saltwater aboleth’s illusions are harder to resist, and its attacks pack a greater punch.
Bite (Ex): Although a saltwater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a saltwater aboleth's bite deals 1d4+4 points of damage.
Enslave (Su): Six times per day, a saltwater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 20 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based.
Mucus Cloud (Ex): A saltwater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.
Psionics (Sp): At will—detect evil, detect good, detect magic, hypnotic pattern (DC 18), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), see invisibility, veil (DC 22). Effective caster level 11th. The save DCs are Charisma-based.
Slime (Ex): A blow from a saltwater aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 20 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.
Skills: A saltwater aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Psionic Saltwater Aboleths
A psionic saltwater aboleth does not possess spell-like abilities or the enslave ability of the standard saltwater aboleth. Instead, it has psi-like abilities, including psionic dominate.
Special Attacks: Psi-like abilities, slime
Skills: Autohypnosis +18, Concentration +18, Knowledge (any one) +17, Listen +18, Psicraft +17, Spot +18, Swim +16
Feats: Alertness, Combat Manifestation, Improved Initiative, Iron Will
Psi-Like Abilities: At will—detect psionics, disable (30-ft. cone, 12 HD, DC 23*), false sensory input (five targets, DC 19*), mental disruption (20-ft. radius, DC 21*), mindlink (unwilling, nine targets, DC 17*); 6/day—psionic dominate (any target, 24 hours, DC 23*; 3/day—ego whip (ML 7th, 2d4, DC 20*), id insinuation (ML 7th, three targets, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—remote viewing (DC 20). Manifester level 11th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.
Originally appeared in Dungeon Magazine #12 (1988).
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