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Aboleth

Ancient race of fish-like amphibians with three eyes and four tentacles

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class16
Hit Dice8**
Number Appearing1, Lair 1d3+1
Attacks4 tentacles
Damage1d6 tentacle
Movement10' Swim 60'
Save AsMagic-User: 8
Morale9
XP1015
Treasure TypeE
The Aboleth are an ancient race of fish-like amphibians, usually found lurking in subterranean waters. One resembles a huge, slimy fish, with three large eyes and four long, sticky tentacles arranged around its mouth. An aboleth secretes an oily, foul-smelling slime, polluting the water where the creature lurks.

Special Abilities

Tentacle Transformation: A blow from an aboleth’s tentacle deals 1d6 points of damage. Any living creature hit by a tentacle must save vs. Paralysis or begin to transform over the next 1d4+1 turns. The skin gradually becomes a translucent, slimy membrane. An afflicted creature must remain moistened with fresh water or suffer 1d12 points of damage each turn. Cure disease or remove curse cast before the transformation is complete will restore an afflicted creature to normal. After the transformation is complete, only a heal spell can reverse it.
Illusions: An aboleth can cast ventriloquism, phantasmal force and hallucinatory terrain at will, as long as these illusions appear within a range of 60 feet of the creature.
Enslave: Up to three times per day, an aboleth can attempt to enslave one creature within 30 feet, excluding undead, and other non-living creatures. The target must save vs. Spells or be utterly dominated by the aboleth’s mental power. An enslaved creature will obey the aboleth’s telepathic commands. Such a creature can attempt a new save vs. Spells every 24 hours to break free, or can be freed by a remove curse spell. The control is also broken if the aboleth dies or is separated from its slave by more than a mile.
Slime: The slime an aboleth secretes allows a living creature (generally its slaves) to breathe underwater for the next 3 hours, but for the same duration the affected creature can no longer breathe air; such a creature suffocates in 2d6 minutes if removed from water. Continuous and repeated exposure to the slime slowly transforms the creature into a skum. The transformation takes about a month.