Aboleth Mage, Wizard 10, CR 17

(Character Sheet: PDF, ODS; Stat Block: PDF)

LE Huge Aberration (Aquatic)

Init +8 (+4 Dex); Senses darkvision 60 ft.; Listen +16, Spot +16

Languages 3 ranks: Aboleth, Aquan, Undercommon; 2 ranks: Common


AC, HP, & Saves

AC 19, touch 12, flat-footed 15 (+4 Dex, -2 size, +7 natural)

HP 208 (18 HD)

Massive Damage Threshold 104; Massive Damage DC 26

Fort +15, Ref +11, Will +18


Speed & Attacks

Speed 10 ft., swim 60 ft.

Melee tentacles +20/+20/+20/+20 (1d6+11 plus slime)

Space 15 ft; Reach 10 ft

Base Atk +11; Grp +30

Special Atks Enslave, Psionics, Slime, Spells

Spells CL 10, +20 melee touch, +13 ranged touch


Abilities, Skills, & Feats

Abilities: Str 32, Dex 19, Con 26, Int 28, Wis 20, Cha 18

SQ: Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar

Feats: Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus, Spell Focus, Spell Penetration

Skills: Bluff +13, Concentration +28, Decipher Script +29, Intimidate +14, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +19, Knowledge (History) +19, Knowledge (Psionics) +19, Knowledge (The Planes) +19, Listen +16, psicraft +19, Sense Motive +15, Spellcraft +29, Spot +16, Swim +19


Spells, Psionics, Special Qualities, & Special Abilities

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 18 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.

Psionics (Sp) (CL 16): At will – Hypnotic Pattern (DC 16), Illusory Wall (DC 18), Mirage Arcana (DC 19), Persistent Image (DC 19), Programmed Image (DC 20), Project Image (DC 21), Veil (DC 20). The save DCs are Charisma-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 22 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.

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 22 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.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spells/day: 4/7/6/5/5/4

Spell saves: 19 + spell level (+1 to illusion and enchantment spells)

Typical Spells Prepared: 0 – Daze, Detect Magic (2), Resistance; 1st – Alarm, Charm Person (2), Color Spray, Mage Armor, Magic Missile (2); 2nd – Blur, Bull’s Strength, Darkness, Fox’s Cunning, Scorching Ray, See Invisibility; 3rd – Dispel Magic, Displacement, Fly, Lightning Bolt (2); 4th – Invisibility, Greater, Phantasmal Killer (2), Scrying, Stoneskin; 5th – Hold Monster, Empower Spell Lightning Bolt (2), Wall of Force


Other Information

Environment: Underground

Treasure: Double standard

Organization: Solitary

Advancement: By character class