AbolethCR 7

Usually LE Huge Aberration (Aquatic)

Init +1; Senses darkvision 60 ft.; Listen +16, Spot +16

Languages Aboleth, Aquan, Undercommon

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 76 (8 HD)

Fort +7, Ref +3, Will +11

Speed 10 ft., swim 60 ft.

Melee 4 tentacles +12 (1d6+8 plus slime)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +22

Atk Options enslave

Special Actions mucus cloud

Psionics (CL 16):

At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)

The save DCs are Charisma-based

Abilities Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17

SQ aquatic subtype

Feats Alertness, Combat Casting, Iron Will

Skills Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8

Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)

Enslave (Su) Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth's telepathic commands until freed by remove curse , 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 1 mile from its slave. The save DC is Charisma-based.

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 on a DC 19 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.

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 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. 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.