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Special Conversion Thread: Aboleths
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<blockquote data-quote="Shade" data-source="post: 4874589" data-attributes="member: 287"><p><strong>Aboleth, Saltwater</strong></p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 1-3</p><p>ARMOR CLASS: 2</p><p>MOVE: 3”//21"</p><p>HIT DICE: 10</p><p>% IN LAIR: 35%</p><p>TREASURE TYPE: H</p><p>NO. OF ATTACKS: 4</p><p>DAMAGE: 1-8 (x4)</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Exceptional to Genius</p><p>ALIGNMENT Lawful evil</p><p>SIZE: L (25’ long with 15’ tentacles)</p><p>PSIONIC ABILITY: 200</p><p>Attack/Def. Modes: C, D, E/G, I, J</p><p>LEVEL/XP VALUE: VIII/2,700+14/hp</p><p></p><p>The saltwater aboleth is a larger cousing of the freshwater aboleth described in Monster Manual II. These aboleths commonly dwell in large undersea caverns deep below the ocean. They abhor land-dwelling life and seek dominion over all other intelligent races. Saltwater aboleths live just as long as their freshwater cousins and are more intelligent.</p><p></p><p>The saltwater aboleth appears similar to the freshwater variety, except its skin is slightly more blue and its eyes are red. Its massive bulk stretches a full 25’, and each of its four snakelike tentacles is 15’ long.</p><p></p><p>This disgusting monster can divide its attacks among four different opponents if necessary. Any creature struck by a tentacle, in addition to suffering physical damage, must save vs. spells or the creature’s skin changes to a clear, slimy membrane in 2-4 rounds. This change can be stopped by a cure disease spell. Once the change is complete, the victim must keep the membrane damp with cool water or take 1-12 hp damage per round from the intense pain. A cure serious wounds or higher-level healing spell will change the membrane e back into normal skin.</p><p></p><p>Like its freshwater cousing, the saltwater aboleth can create very realistic illusions with all sensory components. Because of the creature’s vast experience and high intelligence, attempts to disbelieve its illusions are made at -1.</p><p></p><p>The saltwater aboleth may enslave other creatures six times per day. This may only be attempted once per round against a single opponent up to 60’ away. The victim must save vs. spells at -1 or be overwhelmed with desire to serve the aboleth. The affected creature will not fight directly for the aboleth, but will follow any other telepathic commands. If the enslaved character is separated from the aboleth by more than five miles, a new saving throw may be attempted each day. A dispel magic (against 10th-level magic) or similar spell will remove the enslavement and the death of the enslaving aboleth also dispels this power.</p><p></p><p>The aboleth can secrete a dark cloud of mucus 1’ around its body that confers to all who inhale it the ability to breathe water for 1-4 hours. However, anyone who breathes this stuff becomes unable to breathe air and suffocates in 2-12 rounds if removed from water. The mucus may be dissolved by soap or wine.</p><p></p><p>The saltwater aboleth has the innate ability to detect evil, good, invisible objects, and magic, once each per round. Also, 25% of these creatures can use ESP three times per day. The saltwater aboleth is not as strong as its freshwater relative in psionic ability, but it is still a fearsome opponent.</p><p></p><p>It is said that there is a complex hierarchy of aboleths in the world, with an extremely disgusting and huge monster at the top, and that this association is constantly trying to exterminate land-dwelling life and establish its superiority over all races. Some even say that the aboleths originated in a strange dimension and have come to this world to achieve total domination. These stories have never been proven, as information on these loathsome beasts is rare indeed. See “Ecology of the Aboleth” in Dragon issue #131 for more information.</p><p></p><p>Originally appeared in Dungeon Magazine #12 (1988).</p></blockquote><p></p>
[QUOTE="Shade, post: 4874589, member: 287"] [B]Aboleth, Saltwater[/B] FREQUENCY: Very rare NO. APPEARING: 1-3 ARMOR CLASS: 2 MOVE: 3”//21" HIT DICE: 10 % IN LAIR: 35% TREASURE TYPE: H NO. OF ATTACKS: 4 DAMAGE: 1-8 (x4) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Exceptional to Genius ALIGNMENT Lawful evil SIZE: L (25’ long with 15’ tentacles) PSIONIC ABILITY: 200 Attack/Def. Modes: C, D, E/G, I, J LEVEL/XP VALUE: VIII/2,700+14/hp The saltwater aboleth is a larger cousing of the freshwater aboleth described in Monster Manual II. These aboleths commonly dwell in large undersea caverns deep below the ocean. They abhor land-dwelling life and seek dominion over all other intelligent races. Saltwater aboleths live just as long as their freshwater cousins and are more intelligent. The saltwater aboleth appears similar to the freshwater variety, except its skin is slightly more blue and its eyes are red. Its massive bulk stretches a full 25’, and each of its four snakelike tentacles is 15’ long. This disgusting monster can divide its attacks among four different opponents if necessary. Any creature struck by a tentacle, in addition to suffering physical damage, must save vs. spells or the creature’s skin changes to a clear, slimy membrane in 2-4 rounds. This change can be stopped by a cure disease spell. Once the change is complete, the victim must keep the membrane damp with cool water or take 1-12 hp damage per round from the intense pain. A cure serious wounds or higher-level healing spell will change the membrane e back into normal skin. Like its freshwater cousing, the saltwater aboleth can create very realistic illusions with all sensory components. Because of the creature’s vast experience and high intelligence, attempts to disbelieve its illusions are made at -1. The saltwater aboleth may enslave other creatures six times per day. This may only be attempted once per round against a single opponent up to 60’ away. The victim must save vs. spells at -1 or be overwhelmed with desire to serve the aboleth. The affected creature will not fight directly for the aboleth, but will follow any other telepathic commands. If the enslaved character is separated from the aboleth by more than five miles, a new saving throw may be attempted each day. A dispel magic (against 10th-level magic) or similar spell will remove the enslavement and the death of the enslaving aboleth also dispels this power. The aboleth can secrete a dark cloud of mucus 1’ around its body that confers to all who inhale it the ability to breathe water for 1-4 hours. However, anyone who breathes this stuff becomes unable to breathe air and suffocates in 2-12 rounds if removed from water. The mucus may be dissolved by soap or wine. The saltwater aboleth has the innate ability to detect evil, good, invisible objects, and magic, once each per round. Also, 25% of these creatures can use ESP three times per day. The saltwater aboleth is not as strong as its freshwater relative in psionic ability, but it is still a fearsome opponent. It is said that there is a complex hierarchy of aboleths in the world, with an extremely disgusting and huge monster at the top, and that this association is constantly trying to exterminate land-dwelling life and establish its superiority over all races. Some even say that the aboleths originated in a strange dimension and have come to this world to achieve total domination. These stories have never been proven, as information on these loathsome beasts is rare indeed. See “Ecology of the Aboleth” in Dragon issue #131 for more information. Originally appeared in Dungeon Magazine #12 (1988). [/QUOTE]
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