Aboleth w/ Age Categories?

Which aboleth age progression do you prefer?

  • 5 Age Categories

    Votes: 1 33.3%
  • 7 Age Categories

    Votes: 2 66.7%

  • Poll closed .
Greater Aboleth - Age Category 2

Aboleth, Greater CR 14 [14.22]
Usually LE Huge Aberration (Aquatic, Psionic)
Init +5; Senses Darkvision (Ex) 60', Detect Thoughts (Su) 90’, True Seeing (Su) 120'; Listen +13, Spot +14
Aura –none-
Languages Aboleth, Aquan, Common, Githy, Terran, Undercommon; Telepathy (Su) 150’ (see text)

AC 27, touch 9, flat-footed 26 (-2 size, +1 Dex, +10 inertial armor, +8 natural)
Defensive Options –none-
hp 135 (12d8+72 HD); DR
Fort +10, Ref +5, Will +12

Speed 10 ft. (2 squares), swim 60 ft.
Melee tentacle +16 (1d8+9 plus slime/×2)
Melee bite +16 (2d6+4/×2)
Full Attack 4 tentacles +16 (1d8+9 plus slime/×2)
Space 15 ft.; Reach 10 ft.
Base Atk +9; Grp +26
Atk Options Bite (Ex), Improved Grab (Ex), Mucus Cloud (Ex), Slime (Ex), Swallow Whole (Ex)
Special Actions Enslave (Su), Memory Siphon (Su), Psionic Meditation
Psi-Like Abilities (ML 14th):
At will—astral traveller, body equilibrium, disable (50 ft., 16 HD, DC 22*), detect psionics, false sensory input (five targets, DC 18*), mental disruption (25-ft. radius, DC 19*), mindlink (unwilling, nine targets, DC 16*)
3/day—clairvoyant sense, ego whip (3d4 Cha, DC 21*), id insinuation (60 ft., six targets, DC 22*), psionic dimension door (move action*), psionic levitate, thought shield (power resistance 24, 12 rounds*)
1/day—inertial armor (+10 armor bonus*), intellect fortress (8 rounds*), mindwipe (3 negative levels, DC 21*), psionic modify memory (DC 19), psychic crush (DC 20, 5d6 damage on successful save*)
The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.

Abilities Str 29 (+9), Dex 12 (+1), Con 22 (+6), Int 20 (+5), Wis 19 (+4), Cha 20 (+5)
SQ Amphibious (Ex), Genetic Knowledge (Ex), Slave Transformation (Su), Telepathy (Su)
Feats Alertness, Combat Manifestation, Iron Will, Improved Initiative, Psionic Meditation
Skills Autohypnosis +19, Bluff +5 (+9 when using detect thoughts), Concentration +19 (+23 when manifesting defensively), Jump -3, Knowledge (psionics) +26, Knowledge (any one) +24, Knowledge (all others) +11, Psicraft +20, Sense Motive +4 (+8 when using detect thoughts), Swim +16

Environment: Any aquatic or underground aquatic.
Organization: Solitary (plus 1d8 enslaved and 2d6 servitors), pair, or slaver brood (1 plus 1d4+1 common aboleth)
Treasure: 2× Standard.
Advancement: 13-15 HD (Huge), or by character class; Favored Class: Psion.

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusory 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 14th; Will DC 22 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Enslave (Su): Twelve times a day, a greater aboleth can attempt to enslave any one living creature within 60 feet as though by a dominate monster spell (CL 14th). The target must succeed on a Will save (DC 22) 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 2 miles from the aboleth. Otherwise, it obeys the aboleth’s telepathic commands indefinitely unless freed by either a break enchantment spell or the aboleth's death. The save DC is Charisma-based.
At any given time, a greater aboleth may control a number of enslaved creatures equal to twice its Charisma bonus.

Genetic Knowledge (Ex): Due to the aboleth's inherited memories, it is granted a +6 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 living creature it ingests. Any living creature in the aboleth’s esophagus immediately, and every minute thereafter, gains 1d2 negative levels. In addition, whenever a creature gains a negative level it must succeed a Fort save (DC 21) or take 1d2 INT and 1d2 WIS drain. The DC is 21 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

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 23 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.

Servitor Transformation (Su): To prepare an enslaved creature 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. A creature that is able to escape can be restored to normal by a heal or greater restoration spell.
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 similar effect.
At any given time, a greater aboleth may control a number of servitors equal to twice its hit dice.

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 22 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+9 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 while 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 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
An aboleth can swallow only 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents every hour.

Telepathic Link (Su): A greater aboleth possesses a telepathic link with its noble aboleth (200 miles) and all common aboleth that gather slaves for it (100 miles). They can communicate telepathically. Because of this link, one has the same connection to an item or place that the other does. For instance, if the common aboleth has seen a location, its greater aboleth could teleport into that room as if it had seen it too.
A greater aboleth also possesses a telepathic link with all servitors under its control out to a distance of 20 miles.

Telepathy (Su): A greater aboleth can communicate telepathically with any other creature within 100 ft. that has a language. A greater aboleth can also communicate telepathically with any of its slaves (2-mile radius) and with any aboleth (20-mile radius).

True Seeing (Su): Aboleths continuously use true seeing, as the spell (CL 14th).

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 checks when using read thoughts.
 
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These are definitely looking good. Powerful, but good!

The major differences from what we discussed is I increased the range of both Detect Thoughts & Telepathy. The more I tried to make sense of the Enslave ability increasing, the more it made sense that the aboleths other abilities increase, representing the increase in the aboleth's mental accuity.

I also went with 12 times per day with the enslave ability. While it may as well be "at-will" for the purposes of any given encounter, making it an "at-will" ability would be unrealistic (yeah, right this is fantasy ;-P) as an aboleth would then be able to decimate populated areas in a relatively short period of time. Add in the slave limitation and the period of time it takes to transform servitors, I believe it gives an overall balance to it.

My belief is that aboleths should be nasty opponents. I was run against them in AD&D and I would be happy to never face one again. A few abilities were minimized in the conversion from AD&D to 3E, like bite and swallow whole. I just felt they needed to be brought back and that the creature needed to be balanced and equated to a proper CR. I hope that is what I accomplished.

I thank you for your continued input, and I hope other out there reading this will chime in. ;)

Bykov.
 
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More mental ability questions...

OK, I have been pondering this a bit more as I write up the Noble Aboleth. Usually, I get caught up in the trap of having abilities continue to improve over the age categories.

Now with the Enslave ability, we went from 30' to 60' as the range (from Common to Greater), and I went in with the assumption that the ability kept escalating after that. The same with Detect thoughts going from 60' to 90', as well as telepathy increasing from 100' to 150'.

Now, I believe the telepathy should continue to increase over the progression of the aboleth, especially considering how it is used to maintain an eye over the lesser aboleths. But I have been pondering capping Detect Thoughts at 120' (Noble) and keeping the Enslave at 60' (Greater).

Basically, the way I am seeing it as is the aboleth is still growing into its ability when we meet him as a Common Aboleth. Beyond where Detect Thoughts and Enslave are capped, the aboleth is continueing to improved its ability to maintain control of its subjects, but its ability to create subject naturally has reached an apex early on.

I think this makes sense to me, I was wondering what you thought.

Thanks!
Bykov.
 


Noble Aboleth - Age Category 3

As it stands right now, I a keeping to the progression with the intent of creating an "experimenter" prestige class for the purposes of creating skum and other eugenics based experiments.

Aboleth, Noble CR 18 [18.83]
Usually LE Huge Aberration (Aquatic, Psionic)
Init +5; Senses Darkvision (Ex) 60', Detect Thoughts (Su) 120’, True Seeing (Su) 120'; Listen +18, Spot +19
Aura –none-
Languages Aboleth, Abyssal, Aquan, Common, Githy, Infernal, Terran, Undercommon; Telepathy (Su) 200’ (see text)

AC 30, touch 9, flat-footed 29 (-2 size, +1 Dex, +12 inertial armor, +9 natural)
Defensive Options –none-
hp 179 (16d8+96 HD); DR
Fort +11, Ref +6, Will +17

Speed 10 ft. (2 squares), swim 60 ft.
Melee tentacle +20 (1d8+10 plus slime/×2)
Melee bite +20 (2d6+5/×2)
Full Attack 4 tentacles +20 (1d8+10 plus slime/×2)
Space 15 ft.; Reach 15 ft.
Base Atk +12; Grp +30
Atk Options Bite (Ex), Improved Grab (Ex), Mucus Cloud (Ex), Slime (Ex), Swallow Whole (Ex)
Special Actions Enslave (Su), Memory Siphon (Su), Overchannel, Psionic Meditation
Psi-Like Abilities (ML 18th):
At will—astral traveller, body equilibrium, clairvoyant sense, disable (60 ft., 16 HD, DC 26*), detect psionics, false sensory input (seven targets, DC 20*), mental disruption (30-ft. radius, DC 22*), mindlink (unwilling, fourteen targets, DC 18*)
3/day—body adjustment (heal 7d12 damage*), ego whip (4d4 Cha, DC 25*), id insinuation (70 ft., eight targets, DC 26*), psionic dimension door (move action*), psionic levitate, psionic teleport, thought shield (power resistance 28, 16 rounds*)
1/day—adapt body (18 hours/day), astral caravan, inertial armor (+12 armor bonus*), intellect fortress (12 rounds*), mindwipe (four negative levels, DC 23*), psionic modify memory (DC 21), psychic crush (DC 22, 7d6 damage on successful save*)
The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.

Abilities Str 31 (+10), Dex 12 (+1), Con 22 (+6), Int 24 (+7), Wis 21 (+5), Cha 24 (+7)
SQ Amphibious (Ex), Genetic Knowledge (Ex), Slave Transformation (Su), Telepathy (Su)
Feats Alertness, Combat Manifestation, Iron Will, Improved Initiative, Overchannel, Psionic Meditation
Skills Autohypnosis +26, Bluff +7 (+11 when using detect thoughts), Concentration +25 (+29 when manifesting defensively), Jump -2, Knowledge (psionics) +36, Knowledge (any one) +34, Knowledge (all others) +15, Psicraft +26, Sense Motive +5 (+9 when using detect thoughts), Swim +16

Environment: Any aquatic or underground aquatic.
Organization: Solitary (plus 2d4 servitors and 1d6+1 skum), pair, slaver caravan (1 plus 1 greater aboleth and 1d6+6 servitors), or raiding party (2d4 plus 4d6 common aboleth)
Treasure: 2× Standard.
Advancement: 17-19 HD (Huge), or by character class; Favored Class: Psion.

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusory 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 18th; Will DC 25 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Enslave (Su): Sixteen times a day, a noble aboleth can attempt to enslave any one living creature within 60 feet as though by a dominate monster spell (CL 18th). The target must succeed on a Will save (DC 25) 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 5 miles from the aboleth. Otherwise, it obeys the aboleth’s telepathic commands indefinitely unless freed by either a break enchantment spell or the aboleth's death. The save DC is Charisma-based.
At any given time, a noble aboleth may control a number of enslaved creatures equal to three times its Charisma bonus.

Genetic Knowledge (Ex): Due to the aboleth's inherited memories, it is granted a +8 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 living creature it ingests. Any living creature in the aboleth’s esophagus immediately, and every minute thereafter, gains 1d3 negative levels. In addition, whenever a creature gains a negative level it must succeed a Fort save (DC 25) or take 1d3 INT and 1d3 WIS drain. The DC is 25 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

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 24 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.

Servitor Transformation (Su): To prepare an enslaved creature 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. A creature that is able to escape can be restored to normal by a heal or greater restoration spell.
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 similar effect.

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 24 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+10 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 while 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 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
An aboleth can swallow only 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents every hour.

Telepathic Link (Su): A noble aboleth possesses a telepathic link with its ruler aboleth (500 miles) and all greater aboleth that serve it (200 miles). They can communicate telepathically. Because of this link, one has the same connection to an item or place that the other does. For instance, if the greater aboleth has seen a location, its noble aboleth could teleport to that location as if it had seen it too.
A noble aboleth also possesses a telepathic link with all servitors and skum under its control out to a distance of 50 miles.

Telepathy (Su): A noble aboleth can communicate telepathically with any other creature within 200 ft. that has a language. A noble aboleth can also communicate telepathically with any of its slaves (5-mile radius) and with any aboleth (50-mile radius).

True Seeing (Su): Aboleths continuously use true seeing, as the spell (CL 18th).

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 checks when using read thoughts.
 
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Clairvoyance & the Ruler Aboleth

According to the ecology article, the Ruler Aboleth gains Astral Projection and Clairvoyance. Astral Projection (or for our purposes Psionic Astral Projection) seems pretty straight forward as a 1/day PLA.

Now Clairvoyance could be Remote Viewing OR Clairvoyant Sense. I had originally pitched Remote Viewing from the earlier versions of this aboleth as it did not match-up with the ecology and the way I envisioned the aboleth. However, as I really roll up my sleeves on the write-ups I am getting a better picture of the aboleth.

So, what I am thinking is either:

1) Retroactively grant the common aboleth Clairvoyant Sense (a 2nd level power) and subsequently grant the ruler aboleth Remote Viewing (a 4th level power)

or 2) Grant the ruler Clairvoyant Sense.

Either way, I believe that this is more than a 1/day ability, which the aboleth was spec'd with in the XPH.

Any thoughts?

Bykov.
 

Rulers are pretty tough critters, so I think I'd go with option (1). Maybe start with clairvoyant sense 1/day for the regular aboleth and increase use to at will for nobles, then add remote viewing for the ruler?
 

Rulers are pretty tough critters, so I think I'd go with option (1). Maybe start with clairvoyant sense 1/day for the regular aboleth and increase use to at will for nobles, then add remote viewing for the ruler?

I like this. What do you think of:

Common: Clairvoyant Sense 1/day
Greater: 3/day
Noble: At-will
Ruler: Remote Viewing replaces Clairvoyant Sense and is an at-will ability.

Bykov.
 


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