(FR) Aboleth of the Ebonsea

Derulbaskul

Adventurer
We're just about to conclude a campaign with PCs that began as 1st level characters and are now 20th level. The campaign is loosely based on the plot of the Night Below boxed set but it also involves Subpsionics from the Mind's Eye section of the WotC website and the Dark Plea mentioned in Bruce Cordell/Malhavoc's outstanding Mindscapes products (an aspect of Shar IMC, active in the Underdark).

I'll be posting the stats for four different aboleth:

1. a variant aboleth commoner, using the Mindscapes rules;
2. a paragon aboleth, again using the Mindscapes rules;
3. a paragon aboleth Shadow Mind, using the Mindscapes and Subpsionics rules; and
4. the aboleth ruler, a paragon advanced aboleth Shadow Mind/Spirituel (the latter prestige class is from Mindscapes) using the rules already mentioned.

The party have just returned from the Astral Plane where they recovered the artifact known as the Annulus (from the Psionics Handbook) which involved playing through the Dungeon Adventure, Ruins of Ruun-Khazai.

Next they need to find a portal to the aboleth city and the only one they are aware of is in a drow monastery. These drow are renegades from the southern city of T'lindhet and they follow the Dark Plea (aka Shar) rather than Lolth, and use psionics rather than magic.

Once through the portal, the party need to find and defeat the aboleth ruler before it completes the ritual that will allow it to combine the enslavement powers of all of the aboleth under its command and "broadcast" this power in a massive radius, possibly bringing entire nations under the dominion of the aboleth... and Shar.

Of course, standing in the party's way are some of the following aboleth....

Cheers
D
 

log in or register to remove this ad

Derulbaskul

Adventurer
CR 7 ABOLETH COMMONER

Aboleth: CR 7; Huge Aberration (Aquatic); HD 8d8+40; hp 76; Init +1 (Dex); Spd 10 ft, swim 60 ft; AC 16 (-2 size, +1 Dex, +7 natural); BAB: +4; Atk: +12/+12/+12/+12 melee (1d6+8/20/x2 and transformation, tentacles [x4]); Face/Reach: 10 ft by 20 ft/10 ft; SA: Enslave, Psionics, Transformation; SQ: Mucus Cloud; AL: LE; SV: Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17.
Skills: Concentration +16, Knowledge (psicraft) +7, Listen +14, Spot +14.
Languages: Aboleth, Aquan, Undercommon.
Feats: Iron Will, Mental Adversary, Overwhelm Buffer.
Psionic Combat Resting Mode: Mind Insurgency +0 (Int). Mode Check Bonus: +9 (base +6). NB: The aboleth’s Overwhelm Buffer feat allows it to draw a single non-psionic opponent each round into the mindscape.
Enslave (Su): Three times a day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 17) or be affected as though by a dominate person spell cast by a 16th-level sorcerer. An enslaved creature obeys the aboleth’s telepathic commands (but will not fight on its behalf) until freed by remove curse or dispel magic, 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 one mile from its slave.
Mucus Cloud (Ex): An 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 at a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours. The 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.
Psionics (Sp): At will: hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, project image, and veil. These effects are as the spells cast by a 16th-level sorcerer (save DCs, where applicable, are 13 + spell level).
Transformation (Ex): A blow from an aboleth’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. 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 change.
 

Derulbaskul

Adventurer
CR 22 PARAGON ABOLETH

Paragon aboleth: CR 22; Huge Aberration (Aquatic); HD 8d8+96 plus 96; hp 288; Init +12 (+8 Dex, +4 Improved Initiative); Spd 30 ft, swim 180 ft; AC 47 (-2 size, +8 Dex, +7 natural, +12 insight, +12 luck); BAB: +4 (+25 luck); Atk: +44/+44/+44/+44 melee (1d6+15 plus 20 [luck]/20/x2 and transformation, tentacles [x4]); Face/Reach: 10 ft by 20 ft/10 ft; SA: Enslave, Psionics, Spell-Like Abilities, Transformation; SQ: cold resistance 20, damage reduction 20/+6, fast healing 20, fire resistance 20, Mucus Cloud; SR 32; AL: LE; SV: Fort +24, Ref +20, Will +29 (+10 insight bonus on all saving throws); Str 41, Dex 27, Con 35, Int 30, Wis 32, Cha 32.
Skills: Bluff (4cc+10 competence), Concentration +33 (11+10 competence), Craft (alchemy) +25 (5cc+10 competence), Diplomacy +26 (5cc+10 competence), Heal +26 (5cc+10 competence), Knowledge (psionics) +31 (11+10 competence), Knowledge (religion) +25 (5cc+10 competence), Listen +32 (11+10 competence), Psicraft +31 (11+10 competence), Remote View +25 (5cc+10 competence), Sense Motive +26 (5cc+10 competence), Spellcraft +25 (5cc+10 competence), Spot +32 (11+10 competence).
Languages: Aboleth, Aquan, Undercommon.
Feats: Iron Will, Mental Adversary, Overwhelm Buffer. Paragon Bonus Feats: Graft Flesh, Improved Initiative.
Psionic Combat Resting Mode: Mind Insurgency +0 (Int). Mode Check Bonus: +9 (base +6). NB: The aboleth’s Overwhelm Buffer feat allows it to draw a single non-psionic opponent each round into the mindscape.
Enslave (Su): Three times a day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 38) or be affected as though by a dominate person spell cast by a 31st-level sorcerer. An enslaved creature obeys the aboleth’s telepathic commands (but will not fight on its behalf) until freed by remove curse or dispel magic, 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 one mile from its slave.
Mucus Cloud (Ex): An 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 at a Fortitude save (DC 39) or lose the ability to breathe air for the next 3 hours. The 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.
Psionics (Sp): At will: hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, project image, and veil. These effects are as the spells cast by a 31st level sorcerer (save DCs, where applicable, are 34 + spell level).
Spell-like Abilities (Sp): 3/day- greater dispelling, haste and see invisibility, as a 15th level sorcerer.
Transformation (Ex): A blow from an aboleth’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 39) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. 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 change.
 

Derulbaskul

Adventurer
CR 32 PARAGON ABOLETH SHADOW MIND

Paragon Aboleth Psi6/Shadow Mind4: CR 32; Huge Aberration (Aquatic); HD 8d8+96 (Aberration) plus 6d4+72 (Psi) plus 4d4+48 (Shadow Mind) plus 96 (Paragon); hp 416; Init +12 (+8 Dex, +4 Improved Initiative); Spd 30 ft, swim 180 ft; AC 51 (-2 size, +8 Dex, +7 natural, +12 insight, +12 luck, +4 armour [Inertial Armour]); BAB: +9 (+25 luck); Atk: +50/+50/+50/+50 melee (1d6+16 plus 20 [luck] and Transformation/20/x2, tentacles [x4]); Face/Reach: 10 ft by 20 ft/10 ft; SA: Enslave, Psionics, Spell-Like Abilities, Subpsionic Power, Transformation; SQ: cold resistance 20, Control Shadow, damage reduction 20/+6, fast healing 20, fire resistance 20, Mucus Cloud, Subpsionic Defence, Subpsionic Shield; SR 32; AL: LE; SV: Fort +27, Ref +23, Will +41 (+10 insight bonus on all saving throws); Str 43, Dex 27, Con 35, Int 34, Wis 34, Cha 36 (25 points).
Skills: Bluff +38 (10+5cc+10 competence), Concentration +43 (21+10 competence), Craft (alchemy) +37 (10+5cc+10 competence), Diplomacy +38 (6+9cc+10 competence), Gather Information +38 (10+5cc+10 competence), Heal +32 (10cc+10 competence), Knowledge (arcana) +46 (11+3cc+10 competence), Knowledge (psionics) +43 (21+10 concentration), Knowledge (religion) +43 (11+10cc+10 competence), Listen +36 (11+3cc+10 competence), Psicraft +43 (16+5cc+10 competence), Remote View +43 (16+5cc+10 competence), Sense Motive +37 (10+5cc+10 competence), Spellcraft +30 (8cc+10 competence), Spot +36 (11+3cc+10 competence).
Languages: Abyssal, Aboleth, Aquan, Draconic, Elven, Illithid, Infernal, Undercommon.
Feats: Combat Manifestation, Greater Psionic Focus: telepathy, Inertial Armour, Iron Will, Mental Adversary, Overwhelm Buffer, Psionic Focus: telepathy. Paragon Bonus Feats: Graft Flesh, Improved Initiative. Psion Bonus Feats: Durable Construct, Subconscious Power. Shadow Mind Bonus Feats: Insidious Mind, Tainted Construction, Tenacious Mind.
Psion Powers discovered (8+d/4+d/3+d/2+d/1+d/d):
0th: control shadow, daze (DC 29), detect psionics, distract (DC 29), far hand, finger of fire, inkling, know direction, missive.
1st: attraction (DC 30), charm person (DC 30), lesser mindlink, psychic crush (DC 25), sense link.
2nd: brain lock (DC 31), detect thoughts (DC 31), ectoplasmic cocoon (DC 19), inflict pain (DC 31).
3rd: fate link (DC 32), lesser domination (DC 32), schism (DC 32).
4th: astral construct IIII, fatal attraction (DC 33).
5th: mind blast (DC 34).
Power Points: 99. Free Talents Per Day: 13. Psionic Combat Resting Mode: Mind Insurgency -4 (Int) (+5 DC against foe). Mode Check Bonus: +20 for Int, Wis and Cha modes; +16 for Str, Dex and Con modes (base +15). NB: The aboleth’s Overwhelm Buffer feat allows it to draw a single non-psionic opponent each round into the mindscape. Primary Discipline: Telepathy. Secondary Disciplines: Clairsentience, Metacreativity. DC: as noted. Manifester Level: 10th, unless otherwise noted.
Control Shadow (Sp): A Shadow Mind can manifest the control shadow power for free a number of times per day equal to his level of Shadow Mind.
Enslave (Su): Three times a day, a paragon aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 41) or be affected as though by a dominate person spell cast by a 31st-level sorcerer. An enslaved creature obeys the aboleth’s telepathic commands (but will not fight on its behalf) until freed by remove curse or dispel magic, 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 one mile from its slave.
Mucus Cloud (Ex): A paragon 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 at a Fortitude save (DC 39) or lose the ability to breathe air for the next 3 hours. The 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.
Psionics (Sp): At will: hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, project image, and veil. These effects are as the spells cast by a 31st level sorcerer (save DCs, where applicable, are 34 + spell level).
Spell-like Abilities (Sp): 3/day- greater dispelling, haste and see invisibility, as a 15th level sorcerer.
Subpsionic Defence +1 (Ex): At 2nd-level and for every three levels after that, the Shadow Mind gains another point of subpsionic defence. Add this value to a Shadow Mind's saving throws against powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.
Subpsionic Power +1 (Ex): At 3rd-level and for every three levels after that, the Shadow Mind gains another point of subpsionic power. Add the subpsionic power value to the DC for saving throws and manifester level checks to overcome power resistance for powers the Shadow Mind manifests from the Metacreativity, Clairsentience, and Telepathy disciplines. This stacks with other spell/power effects that affect the specified powers.
Subpsionic Shield (Sp): A shadow mind can create a mobile disk of purple-black force as a standard action. The subpsionic shield is made up of shadowstuff and psychokinetic force and intercepts attacks, providing a +7 cover bonus to Armor Class and three-quarters concealment (30% miss chance) against attacks from the other side of the shield. The disk protects you only against attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of your turns. You can see and reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents. The subpsionic shield lasts 1 round per manifester level per day and need not be used all at once. Creating or dismissing a subpsionic shield is a standard action.
Transformation (Ex): A blow from a paragon aboleth’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 39) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. 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 change.
Possessions: to be determined. Psicrystal: (grafted into the aboleth’s brain) Resolve- +2 Will saving throws.
 

Remove ads

Top