Aboleth (CR 7)

Huge Aberration (Aquatic)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +16, and Spot +16
Languages: Aboleth, Undercommon, Aquan


AC: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Hit Dice: 8d8+40 (76 hp)
Fort +7, Ref +3, Will +11
Speed: 10 ft., swim 60 ft.
Space: 15 ft./10 ft.
Base Attack +6; Grapple +22
Attack: Tentacle +12 melee
Full Attack: 4 tentacles +12 melee
Damage: Tentacle 1d6+9 slime
Special Attacks: Enslave, psionics, slime
Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Special Qualities: Aquatic subtype, mucus cloud
Feats: Alertness; Combat Casting; Iron Will
Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, and Swim +8
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Climate/Terrain: Any underground
Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum)
Treasure/Possessions: Double standard

Source: Monster Manual

The aboleth is a revolting fish-like amphibian found primarily in subterranean lakes and rivers. It despises all non-aquatic creatures and attempts to destroy them on sight.

Aboleths are both cruel and highly intelligent, making them very dangerous predators. They know many ancient and terrible secrets, for they inherit their parents' knowledge at birth and assimilate the memories of all they consume.

An aboleth resembles an enormous, prehistoric fish, measuring some 20 feet in length from snout to tail, with four 10-foot-long tentacles sprouting from behind its massive head. Its rubbery skin is blue-green with regular gray splotches running along its sides. The pink belly of the creature is interrupted by a lamprey-like mouth and four pulsating organs that secrete a foul-smelling gray slime.

Aboleths are smart enough to refrain from immediately attacking land dwellers who draw near. Instead they bang back, hoping their prey will enter the water, which they often make appear cool, clear and refreshing with their powers of illusion. Aboleths also use their psionic abilities to enslave individuals for use against their own companions.

Aboleths have both male and female reproductive organs. They breed in solitude, laying 1d3 eggs every five years. These eggs grow for another five years before hatching into full-grown aboleths. Although the young are physically mature, they remain with their parent for some ten years, obeying the older creature utterly.

Aboleth speak their own language, as well as Undercommon and Aquan.

Combat

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Transformation (Ex): A blow from an aboleth's tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes.

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 change.

Psionics (Sp): At will - hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, project image, and veil. These effects are as the spells cast by a 16th-level sorcerer (save DCs, where applicable, are 13 + spell level).

Enslave (Su): Three times a day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 17) or be affected as though by a dominate person spell cast by a 16th-level sorcerer. An enslaved creature obeys the aboleth's telepathic commands (but will not fight on its behalf) until freed by remove curse or dispel magic, 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 one mile from its slave.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with inhaling this substance must succeed at a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours. The 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.