FREQUENCY: Very rare <(Underground
lakes & caverns)>
FREQUENCY: Very rare ([Dungeon
Level VII])
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 3" // 18"
HIT DICE: 8
% IN LAIR: 20%
TREASURE TYPE: [F]
NO. OF ATTACKS: 4 <(Tentacles)>
DAMAGE/ATTACK: 1-6 (x4)
SPECIAL ATTACKS: See description
SPECIAL DEFENSES: Slime
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Lawful evil
SIZE: L
PSIONIC ABILITY: 250
Attack/Defense
Modes: C, D, E / G, I, J
LEVEL/X.P. VALUE: VII |
1275 + 10
The aboleth is an amphibious
creature that dwells in underground lakes & caverns.
Intelligent, it hates most
land-going life & seeks methods <TALK>
to enslave or destroy the
beings of the surface world. The race is <race: class potential?>
extremely long-lived and
has collected a great deal of knowledge more <age=x?>
ancient than man. It is
perhaps better that men do not know these
ancient secrets, for these
are rumoured to be more horrible & foul than <rumour>
could be thought possible.
An aboleth has a slime covered
fish-like body with a large fluke-like tail <fish>
which propels it thru the
water. It is a blue-green
mottled gray in [colour] with a pinkish
tan belly.
It has a blue-black
slime-producing organs on either side.
{Set}
in its head are 3 long, slit-like, purple-red
eyes, one
above the other. Over the
eyes are protective ridges. Four 10-foot long
tentacles grow from the
top of its head, and its toothless mouth is located
on the underside. On land,
an aboleth pulls its obscene mass with its 4 tentacles.
In combat the aboleth attacks
with its 4 tentacles for 1-6 points of damage each.
Any creature struck by its
tentacles must save vs. Spells or <v>
the creature's skin will
change into a clear, slimy membrane in 2-5
rounds. This change can
be stopped if a [cure disease] spell is CAST on on the
victim. Once the change
is complete, the membrane must be kept damp
with cool water or the victim
will take d12 HP each turn
because of intense pain.
A cure serious wounds spell
will change the <d133>
membrane back to normal
skin.
The aboleth is Highly intelligent
an can create very realistic illusions <l>
with audible & visual
components if it concentrates and does nothing else.
It can only try to enslave
other creatures 3 times per day. This ability
can be used only against
a single creature up to 30 feet away. The victim
must save vs. Spells or
be filled with desire to serve the aboleth.
Enslaved creatures will
not FIGHT for the aboleth but will attempt to follow
any other telepathic commands.
If an enslaved character is separated <l>
from the aboleth by more
than <1> mile, a new save may be made
each day. This charm can
be broken by [remove curse] or [dispel magic] <l>
spells or the death of the
enslaving aboleth.
In water,
an aboleth will secrete a cloud of mucus a distance of 1 foot all
around its body. Any creature
drawn into the mucus must save vs. Poison or
it will inhale the stuff
and be unable to brethe air, suffocating
in 2-12 rounds if it tries
to breathe. However, the aboleth uses its mucus
to give its slaves the power
to breathe water. Thus, its slaves will have
the ability to breathe water,
as a [potion of water breathing],
for 1-3 hours.
The mucus may be dissolved
by soap or wine.
There are reports of huge
underwater cities built by the aboleths and those they enslaved.
But these reports, along
w/ the stories of their vast stores of knowledge, have never been proven.
<v>
by David "Zeb" Cook
Aboleth (DSG):
From a human point of view, this sinister
and mysterious race
is doubtless the most alien
underground culture. The aboleth’s
actions are nearly always
calculated to advance the position of
their race with no regard
for the welfare of any other. Coldly ruthless,
they are not interested in
torture because it serves no
rational purpose, but quickly
kill any creature that does not seem
likely to serve as a useful
slave.
The aboleth intend to eventually
gain complete control over the
realms of the underworld.
Since they are most effective in water,
the aboleth are first attempting
to hold sway over all underground
lakes, rivers, and seas.
Their growing power is one of the main
reasons for the waning of
the kuo-toan race.
The aboleth occasionally enter
into obscene pacts with the
mind flayers, always to the
detriment of some other hapless race.
There is little doubt, however,
that the illithid will also be exterminated
when their time comes. For
now, the aboleth use them as a
convenient tool to further
their own aims.
The aboleth are not known
to worship any god. There are, however,
huge and loathsome examples
of the species that command
the deep respect of the other
aboleth. Each aboleth city
has from one to six of these
bloated and disgusting creatures.
These greater aboleth can
be up to four times the size and Hit
Dice of a normal aboleth.
They are the repositories of the vast
alien knowledge collected
by the race.
The society of the aboleth
is well ordered, with the position of
each individual rigidly defined.
Numerous slaves populate aboleth
cities and are only casually
guarded since the cities are usually
so remote that escape is
impossible.
For more information on the aboleth, see Monster Manual II.
predavolk wrote:
Hi Gary. What are the origins
of the:
1- Aboleth (psionic, underground, aquatic tentacled monster)
...
from Monster Manual 2? Were
they uniquely inspired, or are there out-of-game sources of insipration
for them? Thanks.
As I did not create the
aboleth I can not venture a guess as to the source of inspiration for it.
Cheers,
Gary
DMPrata wrote:
Col_Pladoh wrote:
Mr. Cook is not high on my list of good people.
Gary
Quite understandably, sir.
He did seem to change things I had created simply because he was empowered to do so by Lorraine Williams...never mind the effect on the game sysyem
Cheers,
Gary
gideon_thorne wrote:
Would this be Cooking with
Gaffs?
Heh,
Indeed, give him the hook!
Cheers,
Gary