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The Extinguisher
2008-03-20, 12:08 PM
Rebellious Teenage Aboleth
Tiny Aberration (Aquatic)
1d8 +2 HD (6.5 hp)
Speed 5 ft. (1 square); Swim 30 ft
Init: +5
AC 19 (+2 size, +2 natural armor +5 dex); touch 17; flat-footed 14
BAB +0; Grp -12
Attack: Tentacles -2 melee (1-2 plus slime)
Full-Attack: 4 tentacles -2 melee (1-2 plus slime)
Space: 2 1/2 ft.; Reach 0 ft.
Special Attacks: Enslave, psionics, slime
Special Qualities: Aquatic subtype, darkvision 60 ft.
Saves: Fort +2 Ref +5 Will +3
Abilities: Str 3, Dex 20, Con 14, Int 14, Wis 16, Cha 16
Skills: Concentration +6, Bluff + 7, Listen +7, Hide +17 Swim +8
Feats: Iron Will
Environment: Underground, Aquatic, Shopping Mall
Organization: Solitary, posse (1d3+2), grounded (with 2 normal aboleths)
Challenge Rating: 4
Treasure: 1/2 standard (only gold)
Alignment: Usually chaotic good
Advancement by character class; Favored Class: Sorcerors
Level Adjustment +3

Rebellious teenage aboleths speak their own language, as well as Common, Aquan and Slang (muddied version of Aboleth language, only understood by rebellious teenage aboleths, and that one cool uncle)

Combat:
A rebellious teenage aboleth attacks prefers to fight from a distance using its illusion powers, and if forced to fight in melee, will try to flee.

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 13 Will save or be affected as though by a dominate person spell. 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)
At will—hypnotic pattern (DC 11), illusory wall (DC 13), mirage arcana (DC 14), persistent image (DC 14), programmed image (DC 15), project image (DC 16), veil (DC 15). 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 12 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.

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.

Rebellious Teenage Aboleths as characters possess the following racial traits
• -8 Str (min 3), +10 Dex, +4 Con, +4 Int, +6 Wis, +6 Cha
• Tiny Aberration
• Aquatic subtype
• 5’ movement, 30’ swim
• Darkvision out to 60 ft.
• Racial Skills +8 to Swims (see above)
• +2 natural armor to AC
• Special Attacks: Enslave, psionics and slime (see above)
• Natural Attacks: For tentacles 1 melee damage
• Automatic Languages: Aboleth, Common, Aquan, Slang
• Bonus Languages: Undercommon, Celestial, Elven
• Favoured Class: Sorcerors.
• Level Adjustment +3


So, what do you think?

BisectedBrioche
2008-03-20, 12:35 PM
Well, I made the mistake of reading this while I was taking a sip of coffee. Now my keyboard's wet and my mouth hurts.

It is pretty cool though.

Azerian Kelimon
2008-03-20, 12:36 PM
What, no Wangst ability, Will save, DC 45 to avoid going insane/going to sleep?

Guyr Adamantine
2008-03-20, 12:57 PM
Rebellious teenage aboleths speak their own language, as well as Common, Aquan and Slang (muddied version of Aboleth language, only understood by rebellious teenage aboleths, and that one cool uncle)
This just made my day.:smallbiggrin:

Telonius
2008-03-20, 01:01 PM
I'd give them a +2 bonus on will saves vs. any lawful opponent. They're rebellious, after all.