My base aboleth
OK, here is my base aboleth. I would really like feedback if something doesn't make sense or is too overpowered. I am working from the psionic variant and I have dropped items I thought didn't add to the aboleth or made too little sense. In turn, I added quite a bit. The biggest items were:
Detect Thoughts: ESP from AD&D. Saltwater Aboleth has ESP 3/day and since I have eliminated the Saltwater Aboleth (yeah, didn't you know aboleth can live in both fresh and saltwater?) and incorporated it into the core aboleth, I just thought it made sense.
True Seeing: Just made sense especially in conjuction with the Detect Thoughts. It could be dropped back down to See Invisibility.
Genetic Knowledge: My variant on Knowledgeable.
Memory Siphon: My own ability, again it made sense to give the memery eating aspect an actual game factor.
Bite/Improved Grab/Swallow Whole: Inspired from the Ecology artical, gave the aboleth back its bite.
Telepathy: All over in AD&D aboleths, nowhere to be seen in 3.5. It's back!
Slave Transformation: This one I am still fighting with. I think I am close. The pretense is (1) I cannot see an aboleth continually fighting its slave for control and (2) slimy skin isn't going to make a humanoid survive 20,000 leagues under the sea. I will eventually template out the Aboleth Servitor (wow, I actually pulled something from 4e, granted it is only a name).
A big thing you will notice over time (or even already), I do throw alot into the big creatures trying to make them as comprehensive as possible. Sometimes I do get lost in the words.
Bykov.
Aboleth, Common CR 9 [9.98]
Usually LE Huge Aberration (Aquatic, Psionic)
Init +1; Senses Darkvision (Ex) 60', Detect Thoughts (Su) 60’, True Seeing (Su) 120';
Listen +10, Spot +10
Aura –none-
Languages Aboleth, Aquan, Infernal, Undercommon; Telepathy (Su) 100’ (see text)
AC 16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natural)
Defensive Options –none-
hp 83 (8d8+40 HD); DR —
Immune –none-
Resist –none-; SR/PR —
Weakness –none-
Fort +7, Ref +3, Will +11
Speed 10 ft. (2 squares), swim 60 ft.
Melee tentacle +12 (1d6+8 plus slime/×2)
Melee bite +12 (2d6+4/×2)
Full Attack 4 tentacles +12 (1d6+8 plus slime/×2)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +22
Atk Options Bite (Ex), Improved Grab (Ex), Mucus Cloud (Ex), Slime (Ex), Swallow Whole (Ex)
Special Actions Enslave (Su), Memory Siphon (Su)
Psi-Like Abilities (ML 10th):
At will — disable (40 ft., 12 HD, DC 19*), detect psionics, false sensory input (three targets, DC 17*), mental disruption (20-ft. radius, DC 17*), mindlink (unwilling, five targets, DC 15*)
3/day—ego whip (2d4 Cha, DC 18*), id insinuation (four targets, DC 19*), thought shield (power resistance 20, 8 rounds*)
1/day—intellect fortress (4 rounds*), mindwipe (2 negative levels, DC 19*), psionic modify memory (DC 18), psychic crush (DC 19, 3d6 damage on successful save*)
The save DCs are Charisma-based.
Abilities Str 26 (+8), Dex 12 (+1), Con 20 (+5), Int 16 (+3), Wis 17 (+3), Cha 18 (+4)
SQ Amphibious (Ex), Genetic Knowledge (Ex), Slave Transformation (Su), Telepathy (Su)
Feats Alertness, Combat Manifestation, Iron Will
Skills Autohypnosis +14, Bluff +4 (+8 when using detect thoughts), Concentration +14 (+18 when manifesting defensively), Jump -4, Knowledge (psionics) +18, Knowledge (any one) +16, Knowledge (all others) +7, Psicraft +14, Sense Motive +3 (+7 when using detect thoughts), Swim +16
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Amphibious (Ex): Although aboleths are aquatic, they can survive indefinitely on land.
Bite (Ex): When swimming, an aboleth may use its bite attack. Due to the position of the aboleth’s mouth, it provokes an attack of opportunity when attempting a bite. An aboleth cannot attack with its tentacles at the same time it bites.
On a successful hit, an aboleth’s bite deals 2d6 points of damage, plus half its Strength bonus.
Detect Thoughts (Su): An aboleth can continuously use detect thoughts as the spell (CL 10th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Enslave (Su): Three times per day, an aboleth can attempt to enslave any humanoid within 50' as though by a psionic dominate power (ML 10th, one target, Will DC 19*). The target must succeed on its save or be enslaved by the aboleth. An enslaved creature is allowed a new Will save to break the aboleth's control every 24 hours or if it travels more than 1 mile from the aboleth. Otherwise, it obeys the aboleth’s telepathic commands indefinitely unless freed by either a remove curse or the aboleth's death. The save DC is Charisma-based.
Genetic Knowledge (Ex): Due to the aboleth's inherited memories, it is granted a +4 bonus on all knowledge skill checks. All knowledge skills are considered class skills and can be used untrained.
Improved Grab (Ex): To use this ability, an aboleth must hit a creature of medium or smaller size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent in the following round.
Memory Siphon (Su): An aboleth consumes the memories of any creature it ingests. Any creature the aboleth consumes must succeed a Fort save or have its memories siphoned as though by a mindwipe psionic power (ML 10th, 2 negative levels, DC 19*), except that negative levels gained in this way are permanent.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 5 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 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.
Slave Transformation (Su): To prepare an enslaved humanoid or monstrous humanoid for long-term servitude, an aboleth encases the creature underwater in a thick slime cocoon. This cocoon is identical to the nourishing shell that aboleth lay their eggs. However, a living creature encased in it is transformed into a subservient aquatic creature (see Aboleth Servitor template) over the next 1d4+3 days. During this transformation, the target creature is not only physically changed, but mentally changed to be completely subservient and pliable to the aboleth's whims, including transfer of control to another aboleth.
A target creature is still afforded any Will saves it is allowed to break the aboleth's control (at a -4 penalty) during the first 3 days of the transformation. Any target able to regain autonomy may attempt a DC 10 Strength check (each retry at a +1 DC) to escape the slime cocoon. If after 3 days the creature is unable to escape, it is rendered completely immobile as the transformation runs its course.
Once transformed, the creature is bound indefinitely as a slave to the aboleth and is unable to further resist its control, barring death of the controlling aboleth or the use of a break enchantment or dispel magic spell against an effective caster level equal to transforming aboleths manifester level.
The physical transformation, once complete, can only be reversed using either a wish spell or reality revision power.
Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 rounds, the afflicted creature's skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every minute. 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.
Swallow Whole (Ex): An aboleth can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 2d8+8 points of piercing and slashing damage from the aboleth’s esophagus. In addition, a creature that has been ingested by an aboleth is also subject to its memory siphon supernatural ability every round the creature is in the aboleth’s esophagus. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
An aboleth’s can swallow only 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents every hour.
Telepathy (Su): An aboleth can communicate telepathically with any other creature within 100 ft. that has a language. An aboleth can also communicate telepathically with any of its slaves (1-mile radius), with any aboleth (10-mile radius), and with the greater aboleth that collects its slaves (100-mile radius).
True Seeing (Su): Aboleths continuously use true seeing, as the spell (CL 10th).
Skills: An 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.
An aboleth gains a +4 on Bluff and Sense Motive checks when using detect thoughts.
*Includes augmentation for the aboleth’s manifester level.