The RCFG Aboleth
Aboleth
(Huge Aberration)
Movement: 10 ft., swim 60 ft.
Armour Class: 16.
Initiative Bonus: +4.
Hit Dice: 8.
Attacks: 2 tentacles (1d8/1d8).
Special Attacks: Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates).
Special Defences: None.
Special Qualities: Amphibious, Darkvision 60 ft..
Saves: Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10.
Ability Scores: S 26, I 15, W 17, D 12, C 20, Ch 17.
Morale: 10.
Habitat: Amphibious underground (tropical).
Frequency: Very Rare.
No. Appearing: 1 (or 1d3+1).
Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.
Treasure Type: These rules unwritten at this time.
XP Value: 1,015.
Found in warm, dark areas deep underground, aboleth are nightmarish amphibious creatures that superficially resemble monstrous fish weighing over 6,000 lbs. They have multiple eyes, asymmetrical fins, and two long tentacles coated in thick, corrosive mucous that does an additional 1d4 points of acid damage to any creature struck by a tentacle. Mucous from their skin forms a murky cloud in the water around them. They are generally solitary, and highly territorial. However, they do come together to mate, and at odd times when their arcane interests coincide. Seldom do aboleth form lasting alliances, however – most such alliances end in mutual antipathy.
As an action, an aboleth can attack with a 30-foot cone-shaped blast of psionic energy doing 8d6 damage (Willpower save DC 20 for half). Once a creature has saved successfully, it cannot be further affected by the same aboleth’s psionic blast for a period of 24 hours.
Aboleth are coated in a slimy mucous which can infect humanoid creatures (Fort or Will DC 15 negates). The skin of infected humanoids becomes transparent and permeable. The affected creature can breath water through its skin, but if outside of water for more than 6 rounds takes 1 point of Con damage per round until dead. If the humanoid doesn’t fail a second save within 6 hours, the victim’s skin returns to normal at that time. A second failed save makes the humanoid fall dormant for 6 hours, after which it has undergone a full metamorphosis into a skum under the aboleth’s telepathic control. At any time before full metamorphosis, the infection can be reversed by a
heal spell. Afterwards, no magic short of a
wish can restore the humanoid. This slime can affect any humanoid struck by an aboleth’s tentacle attack, or any humanoid that touches an aboleth with bare flesh (including unarmed attacks).
Aboleth employ skum both as guardians and as hands to perform their vile experiments. They have been known to direct their skum in projects to undermine coastal towns and cities. Aboleth hate land-dwelling humanoids, and have been known to enslave them without any obvious purpose in mind. Any given aboleth can telepathically control up to 20 skum at a time, and can hold another 20 skum in an inert state as potential replacements.
Aboleth are interested in the arcane arts, and may have 1d8 levels as wizards or sorcerers. An aboleth sorcerer may choose the following spell sources: (1) Dreams, (2) Eldritch Horror, (3) Elemental Water, (4) Infernal, (5) Mathematical, (6) Necromantic, (7) Psionic, and (8) Shadow. The numbers in parenthesis can be used to determine spell sources randomly using 1d8. Aboleth do not gain familiars; instead, a classed aboleth gains DR 5/Slashing.
Short Form
Aboleth (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates); SD None; SQ Amphibious, Darkvision 60 ft.; SV (Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10); ML 12; XP 1,015. Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.
Aboleth Sorcerer 3 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 3d6; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (4 0-lvl, 1 1st-lvl, Elemental Water and Shadow spell sources, DC 14 + spell level); SD DR 5/Slashing; SQ Amphibious, Darkvision 60 ft., Second Sight; SV (Fort +9, Perc +7, Prow +13, Reas +5, Refl +4, Will +14); ML 12; XP 1,860. Skills: Concentration +8, Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.
Aboleth Wizard 5 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 5d4; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (DC 13 + spell level); SD DR 5/Slashing; SQ Amphibious, Brew Potions, Darkvision 60 ft., Scribe Scrolls; SV (Fort +10, Perc +8, Prow +14, Reas +9, Refl +5, Will +12); ML 12; XP 2,505. Skills: Knowledge +18 (any two), Spellcraft +18, Stealth +6, Swim +16.
Spells: 0-lvl: dancing lights, detect magic, read magic, unseen servant.
1st-lvl: charm person, magic missile, sleep.
2nd-lvl: darkness, invisibility.
3rd-lvl: hold person.