In honor of International Talk Like a Pirate Day, I present horrors born of the murky depths. Aboleths are my personal favorite aberrant overlords, even more so than the venerable illithids. All land-dwellers, humanoid and aberrant, have reason to fear the coming of the tide.
Table of Contents
- Skum (Revised) (CR 2): Disgusting fish-creatures bred from human stock to do the bidding of their aboleth masters.
- Bseyoleth (CR 3): Sharks mutated by aboleth glyph magic into vicious, eldritch monsters.
- Shirekak (CR 4): Flying terrors bred by aboleths from captured kraken young.
- Aboleth (Revised) (CR 7): the watchers in the sea, lords of the deep current, masters of the elder glyphs.
LE Huge aberration (aquatic, psionic)
Init +1; Senses Listen +16, Spot +16; darkvision 60 ft.
Languages Aboleth, Aquan, Telepathy 100 ft., Undercommon
hp 76 (8 HD)
AC 19 (+1 Dex, +10 natural, –2 size), touch 9, flat-footed 18
Resist innate knowledge, mucus
Fort +7, Ref +3, Will +11
Speed 10 ft. (2 squares), swim 60 ft.
Melee 4 tentacles +12 (1d8+8 plus aboleth slime)
Ranged mucus +7 touch (entangled; see text)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +22
Special Actions psi-like abilities
Abilities Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Feats Alertness, Combat Manifestation, Iron Will
Skills Concentration +16, Knowledge (arcana) +12, Knowledge (any three) +9, Swim +16
Aboleth Slime (Ex) Disease—tentacle, Fortitude DC 19, incubation period 1d4+1 minutes; damage 1d6 Wis and 1d6 Cha. The save DC is Constitution-based.
Aboleth slime transforms its victims in three stages. After the first failed save, the victim's skin becomes a clear, slimy membrane, reducing the creature’s natural armor bonus by 1 (but never to less than 0). After the second failed save, the victim's eye become milky and gill-like structures begin growing in its throat, and it gains light sensitivity and the ability to breath underwater. After the third failed save, the transformation completes; the victim's hands and feet become webbed, and small ridged fins grow on its limbs, and it gains a swim speed equal to his base land speed and the aquatic subtype (thus also losing the ability to breath air). The failed saves need not be consecutive for the transformation to progress.
Unlike normal diseases, aboleth slime continues until the victim transforms completely or is cured as described below.
A remove disease spell cures aboleth slime only if the victim is not at any stage of transformation. A restoration spell reverses one stage of the transformation (a completely transformed subject cannot benefit from this). A heal or mass heal spell cures even completely transformed victims of aboleth slime.
Innate Knowledge (Ex) The memories recovered from the aboleth’s progenitor and those it consumes grant it a +5 racial bonus on all Knowledge skills. In addition, the mad thoughts that roil within and aboleth’s mind often contain secrets not fit for the minds of lesser beings; if a non-aboleth attempts to read the mind of an aboleth (such as with the read thoughts power), that creature takes 2d4 Charisma damage, with half damage on a successful DC 17 Will save. The DC is Charisma-based.
Mucus (Ex) An aboleth underwater surrounds itself with a viscous cloud of mucus that extends 10 feet from the creature's body. This mucus cloud grants the aboleth concealment against attacks that originate outside the cloud.
Additionally, when out of the water, the aboleth may spit a congealed blob of its mucus at a target within 30 feet as a ranged touch attack. This attack's effects are identical to those of a tanglefoot bag.
Psi-Like Abilities At will—demoralize (60-ft. radius, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*); 3/day—ego whip (ML 7th, 2d4, DC 17*), inflict pain (ML 7th, three targets, DC 17*), psionic dominate (two targets, 13 days, DC 20*), thought shield (power resistance 23, 11 rounds*); 1/day—mindwipe (4 negative levels, DC 17*), psionic modify memory (DC 17), remote viewing (DC 17). Manifester level 13th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.
Telepathy (Su) An aboleth can communicate telepathically with any creature within 100 feet that has an Intelligence score as a free action. The creature can respond to the aboleth if it wishes—no common language is needed.
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.
From a distance, this creature appears to be a shark, but as it nears, you see that its dark hide is covered in strange glowing glyphs and a slick of greenish spittle dibbles from its jaws.NE Medium aberration (aquatic)
Init +6; Senses Listen +8, Spot +8; blind sense 30 ft., darkvision 60 ft., keen scent
hp 33 (6 HD)
AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Fort +5, Ref +4, Will +7
Speed swim 60 ft. (12 squares)
Melee bite +7 (1d6+4 plus 1d6 acid)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Special Actions glyphblast
Abilities Str 17, Dex 15, Con 13, Int 10, Wis 14, Cha 14
Feats Alertness, Great Fortitude, Improved Initiative, TrackB
Skills Survival +10, Swim +10
Acid (Ex) The bseyoleth’s saliva is far more acidic than that of a normal creature, and adds 1d6 acid damage to its bite attack.
Acidic Blood (Ex) On any successful melee attack against the bseyoleth that deals piercing or slashing damage, the bseyoleth’s acidic blood deals 1d6 points of acid damage to the attacker. A successful Reflex save (DC 14) halves the damage, and opponents that use reach weapons avoid this damage altogether. The acid harms only flesh. The save DC is Constitution-based.
Blindsense (Ex) A bseyoleth can locate creatures underwater within a 30-foot radius. This ability works only when the bseyoleth is underwater.
Glyphblast (Su) A bseyoleth can create a blast of harmful energy as a standard action every 1d4 rounds that emanates from the glyphs that cover its body. This blast has a 10 foot radius and deals 2d8 damage. This damage is acid, cold, electricity, or sonic damage (the bseyoleth’s choice). A successful Reflex save (DC 15) halves this damage. The DC is Charisma-based.
Alternatively, a bseyoleth can spend a standard action to ‘charge’ the glyphblast of another bseyoleth within 30 feet. For each bseyoleth that charges a blast, add 2d8 damage to the charged blast and increase the save DC by 1.
Keen Scent (Ex) A bseyoleth can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Telepathy (Su) A bseyoleth can communicate telepathically with other bseyoleth within 100 feet as a free action.
Skills A bseyoleth 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.
Knowledge (Dungeoneering) DC 11 This is a bseyoleth, an aberrant breed of shark.
Knowledge (Dungeoneering) DC 16 Sharks, being among the oldest predators in the world, occasionally become exposed to aboleth glyph magic, which can transform them over many generations into these hideous mockeries. Bladed melee weapons can be dangerous to use against bseyoleth because of their acidic blood, and groups of bseyoleth are known to release terrifyingly powerful blasts of energy by charging their collective energies into a single burst.
This strange squid-like creature floats lazily on the air, maneuvering with a pair of membranous wings that stretch down two of its tentacles. Although from a distance the creature seems of little threat, as it nears you see a frightening malevolence behind the beast's eyes.LE Large aberration (aquatic)
Init +6; Senses Listen +10, Spot +10; darkvision 60 ft.
Languages Aboleth, Aquan, Undercommon
hp 42 (6 HD)
AC 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Fort +4, Ref +4, Will +6
Speed 10 ft. (2 squares), fly 60 ft. (poor), swim 60 ft.
Melee 6 tentacle rakes +7 (1d4+4) and
bite +2 melee (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacle rakes)
Base Atk +4; Grp +12
Special Actions constrict 1d4+4, improved grab, spell-like abilities
Abilities Str 18, Dex 15, Con 15, Int 10, Wis 13, Cha 14
Feats Flyby Attack, Improved Initiative, Toughness
Skills Swim +12
Amphibious (Ex) Although shirekak are aquatic, they can survive indefinitely on land.
Constrict (Ex) A shirekak deals 1d4+6 points of damage with a successful grapple check.
Improved Grab (Ex) To use this ability, a shirekak must hit an opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-Like Abilities 3/day—endure elements, obscuring mist; 1/day—charm animal (DC 13), gust of wind (DC 14). Caster level 3rd. The save DCs are Charisma-based.
Skills A shirekak 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.
Knowledge (Arcana) DC 11 This is a shirekak, a baby kraken that underwent some sort of arcane mutation.
Knowledge (Dungeoneering) DC 16 Shirekaks are the result of terrible aboleth experiments on the young of one of their greatest enemies, the krakens. Shirekaks are totally loyal to their aboleth masters, and if rendered masterless, they will search endlessly for a new aboleth to serve, killing all in their path.
LE Medium aberration (aquatic)
Init +1; Senses Listen +8*, Spot +8*; darkvision 60 ft.
hp 17 (3 HD)
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Fort +1, Ref +3, Will +3
Speed 20 ft. (4 squares), swim 40 ft.
Melee Bite +5 (1d8+3) and
2 claws +3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Special Actions rake 1d6+1
Abilities Str 17, Dex 15, Con 13, Int 10, Wis 10, Cha 6
Feats Alertness, Multiattack
Skills Hide +8*, Move Silently +8, Swim +11
Rake (Ex) Attack bonus +3 melee, damage 1d6+1. A skum also gains two rake attacks when it attacks while swimming.
Skills *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum 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.