Ruler Aboleth - Age Category 4
I left out Veil. Telepathic Link is missing how it works with the older aboleths. Also short two languages...was thinking of going of ancient or dead languages.
Aboleth, Ruler CR 24 [24.74]
Usually LE Gargantuan Aberration (Aquatic, Psionic)
Init +5; Senses Darkvision (Ex) 60', Detect Thoughts (Su) 120’, True Seeing (Su) 120'; Listen +19, Spot +20
Aura Frightful Presence (Ex) 120'
Languages Aboleth, Abyssal, Aquan, Common, Githy, Infernal, Terran, Undercommon, +2 more languages; Telepathy (Su) 250’ (see text)
AC 32, touch 7, flat-footed 31 (-4 size, +1 Dex, +14 inertial armor, +11 natural)
Defensive Options –none-
hp 233 (20d8+140 HD); DR —
Fort +13, Ref +7, Will +20
Speed 10 ft. (2 squares), swim 60 ft.
Melee tentacle +23 (2d6+12 plus slime/×2)
Melee bite +23 (3d6+6/×2)
Full Attack 4 tentacles +23 (2d6+12 plus slime/×2)
Space 20 ft.; Reach 20 ft.
Base Atk +15; Grp +39
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, Talented
Psi-Like Abilities (ML 22nd):
At will—astral traveller, body equilibrium, disable (70 ft., 24 HD, DC 29*), detect psionics, false sensory input (nine targets, DC 21*), mental disruption (35-ft. radius, DC 24*), mindlink (unwilling, seventeen targets, DC 19*), remote viewing
3/day—body adjustment (heal 9d12 damage*), ego whip (5d4 Cha, DC 28*), id insinuation (80 ft., nine targets, DC 29*), psionic dimension door (move action*), psionic levitate, psionic teleport, thought shield (power resistance 32, 20 rounds*)
1/day—adapt body (22 hours/day), astral caravan, psionic astral projection, inertial armor (+14 armor bonus*), intellect fortress (16 rounds*), mindwipe (five negative levels, DC 25*), psionic modify memory (DC 22), psychic crush (DC 23, 9d6 damage on successful save*)
The save DCs are Charisma-based. *Includes augmentation for the aboleth’s manifester level.
Abilities Str 34 (+12), Dex 12 (+1), Con 24 (+7), Int 28 (+9), Wis 23 (+6), Cha 27 (+8)
SQ Amphibious (Ex), Genetic Knowledge (Ex), Slave Transformation (Su), Telepathy (Su)
Feats Alertness, Combat Manifestation, Iron Will, Improved Initiative, Overchannel, Psionic Meditation, Talented
Skills Autohypnosis +31, Bluff +8 (+12 when using detect thoughts), Concentration +30 (+34 when manifesting defensively), Jump +0, Knowledge (psionics) +44, Knowledge (the planes) +42, Knowledge (any one) +39, Knowledge (all others) +19, Psicraft +32, Sense Motive +6 (+10 when using detect thoughts), Swim +20
Environment: Any aquatic or underground aquatic.
Organization: Solitary (plus 8d10 servitors, 6d8 skum and 4d6 advanced skum), pair, or city (plus 1d6+2 noble aboleth, 1d6+6 greater aboleth and 4d6+12 common aboleth)
Treasure: 2× Standard.
Advancement: 21-23 HD (Gargantuan), 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 3d6 points of damage, plus half its Strength bonus.
Detect Thoughts (Su): An aboleth can continuously use detect thoughts as the spell (CL 22nd; Will DC 28 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Enslave (Su): Twenty 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 22nd). The target must succeed on a Will save (DC 28) 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 10 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 four times its Charisma bonus.
Frightful Presence (Ex): A ruler aboleth can inspire terror by its sheer presence. Creatures within 120 feet of the aboleth that have 20 HD or fewer must attempt a DC 28 Will save. Success indicates that the target is immune to ruler aboleth’s frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds. Those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.
Genetic Knowledge (Ex): Due to the aboleth's inherited memories, it is granted a +10 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 large 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 1d4 negative levels. In addition, whenever a creature gains a negative level it must succeed a Fort save (DC 28) or take 1d4 INT and 1d4 WIS drain. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
Mucus Cloud (Ex): A ruler aboleth underwater surrounds itself with a viscous cloud of mucus roughly 10 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 27 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 ruler aboleth may control a number of servitors equal to four times 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 27 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): A ruler aboleth can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 3d8+12 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 35 points of damage to the esophagus (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A ruler aboleth can swallow only 1 Large, 4 Medium, 16 Small, 64 Tiny, or 128 Diminutive or smaller opponents every hour.
Telepathic Link (Su): A ruler aboleth possesses a telepathic link with all noble aboleth that serve it (500 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 a noble aboleth has seen a location, its ruler aboleth could teleport to that location as if it had seen it too.
A ruler aboleth also possesses a telepathic link with all servitors and skum under its control out to a distance of 100 miles.
Telepathy (Su): A ruler aboleth can communicate telepathically with any other creature within 250 ft. that has a language. A ruler aboleth can also communicate telepathically with any of its slaves (10-mile radius) and with any aboleth (100-mile radius).
True Seeing (Su): Aboleths continuously use true seeing, as the spell (CL 22nd).
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.