Aboleth Mage | CR 17 |
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Usually LE Huge Aberration (Aquatic) Init +7; Senses darkvision 60 ft.; Listen +15, Spot +17 Languages Aboleth, Aquan, Undercommon |
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AC 18, touch 11, flat-footed 15 hp 177 (18 HD) Fort +15, Ref +10, Will +15 |
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Speed 10 ft., swim 60 ft. Melee 4 tentacles +18 (1d6+9 plus slime) Space 15 ft.; Reach 10 ft. Base Atk +11; Grp +28 Atk Options enslave Special Actions mucus cloud Psionics (CL 16): At will—hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18) The save DCs are Charisma-based Typical Wizard Spells Prepared (CL 10): 0—daze, detect magic (2), resistance 1—alarm, charm person, color spray, mage armor, magic missile (2) 2—blur, bull's strength, darkness, fox's cunning, see invisibility 3—dispel magic, displacement, fly, lightning bolt 4—greater invisibility, phantasmal killer, scrying, stoneskin 5—empowered hold monster, lightning bolt, wall of force |
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Abilities Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14 SQ aquatic subtype, summon familiar Feats Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration Skills Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground, Swim +8 Advancement By character class |
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Enslave (Su) Three times per day, the aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 16 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) The 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 21 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 the aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 21 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. |