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The Aboleth is notably more powerful than the standard races presented
in the PHB. Players who want to play aboleth characters need
to check with their GM that it is appropriate for the campaign.
In order to play an aboleth, a player must follow the Racial Character
Class presented below. A PC that reaches eighth level in this class
is the equal of the psionic aboleth from on p8 of the Monster
Manual and p185 of the Expanded Psionics Handbook.
As just noted, this version of the aboleth is the psionic version.
It is my apprehension that all aboleth are inherently psionic and
the only reason magical powers were substituted for psionics ones
in the Monster Manual was because psionics isn't covered
in the three core rulebooks. As far as I am concerned, the psionic
version is the only version of the aboleth.
Game Rule Information
The following changes have been made to the powers and abilities
of the Aboleth. Any published rules for the aboleth that do not
directly contradict the contents of this page still apply.
- Type: Aberation (Aquatic, Psionic)
- Common Alignment: Lawful Evil
- Hit Dice: d8
- XP Cost: 36,000 XP. No cost is listed in the MM
description so this is an estimate based on my opinion that aboleths
have extremely game destabilising abilities. This cost is paid
off proportionately at each level - see the table below. The XP
cost must be paid before reaching the associated level, so an
aboleth may pay an additional 2140 XP in order to reach second
level.
Racial Traits
- Starting Ability Score Adjustments: +2 Str, +6 Dex, +2
Con, +2 natural armour.
- Size: Aboleths begin play as Medium-sized characters.
- Type: Aberation (Acquatic, Psionic) - aboleths breathe
water, not air.
- Speed: 10 feet on land or 60 feet in the water.
- Darkvision: range 60 feet.
- Automatic Languages: Undercommon, Aboleth and Aquan or
any three campaign specific languages. See the section on Languages
for more information on the new rules.
Class Skills
- The Aboleth's class skills (and key abilities for each skill)
are: Concentration (Con), Knowledge (any) (Int), Listen (Wis),
Spot (Wis), Swim (Str).
- Skill Points at 1st Level: (2 + Int modifier) ×
4
- Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Unnatural Origin: Normally aboleth hatch from eggs as Huge
8 HD creatures that remain with their parent for ten years (ten
seasons on Iourn). Players who take on aboleth as characters from
1 HD are playing very different creatures. These are aboleth whose
eggs have hatched prematurely, and have begun their life without
the guidance of a parent. Such aboleth start as 1 HD medium-sized
creatures, but grow quickly as they increase in levels. These aboleth
have been adrift and alone in the subterranean waterways of the
underworld for some considerable time. Without the influence and
domination of a parent they may have a radically different outlook
on life than a traditional aboleth.
Attribute Modifiers: From 2nd level racial modifiers are
applied to the aboleth's attributes. These modifiers stack with
each other. An 8 HD aboleth has the following net modifiers to its
attributes: Str +16, Dex +2, Con +10, Int +4, Wis +6, Cha +6.
Racial Memory: Aboleth inherit their parents memories when
they are born. This gives them an incredible insight into the past,
and also knowledge that they could not possibly acquire through
mundane means. This is simulated in game terms by a check similar
to the bardic knowledge skill. The aboleth rolls 1d20 and adds its
racial hit dice (and level) and its intelligence modifier to the
result. The GM sets the difficulty of the task, using the rules
for bardic knowledge as a guide.
Absorb Memory: Every time an aboleth consumes a sentient
create it absorbs its memory and its knowledge into itself. This
ability only grants facts, it does not enable the aboleth to gain
skills that it did not already have or class abilities (such as
the knowledge of how to cast spells). The GM can call upon the player
of the aboleth to make the same check for recalling racial memories
to see if it can dredge up a pertinent fact from the brain it has
consumed.
Skill Modifiers: The aboleth is a natural swimmer. From
1st level he receives a +8 racial bonus to Swim checks, and can
always choose to take 10 on a swim check even when endangered or
distracted. It can use the run action while swimming provided it
is in a straight line.
Tentacle Attack: The aboleth may use the full attack action
to attack with all four of its tentacles. Each tentacle is considered
a primary weapon, therefore the aboletth uses its highest attack
bonus and may add its full damage bonus to all four attacks. The
tentacles deal a base 1d3 damage at 1st level, but this increases
to 1d4 at 4th level and 1d6 at 8th level. The second attack per
round gained at 8 HD (from a base attack bonus of +6/+1) is only
applied if the aboleth is using a weapon.
Slime (Ex): From fourth level the aboleth's tentacles ooze
with a foul slime that can cause a terrible affliction. A creature
hit by a tentacle must succeed on a DC 10 + half the aboleth's hit
dice + its Con modifier 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). 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.
Mucus Cloud (Ex): From fifth level the aboleth is surrounded
by a mucus cloud when it enters the water. The cloud is one foot
thick. Any creature coming into contact with and inhaling this substance
must succeed on a DC DC 10 + half the aboleth's hit dice + its Con
modifier Fortitude save or lose the ability to breathe air for the
next 3 hours. An 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.
Lesser Psi-Like Abilities (Sp): The aboleth gains the use
of the following powers once per day at first level: Disable
(PSI p93); False Sensory Input (PSI p106); Mental Disruption
(PSI p115); Mind Link (PSI p120). The aboleth gains an additional
use of these powers at each odd numbered level until level seven
when they are usable at will. The aboleth's manifester level for
these powers is equal to twice its racial hit dice - therefore an
8 HD aboleth would manifest these powers as a 16th level Psion.
If the power can be augmented then the aboleth always augments it
to the highest possible level. See the section on Psionics
for more details on augmenting certain powers.
Intermediate Psi-Like Abilities (Sp): The aboleth gains
the use of the following powers once per day at second level: Ego
Whip (PSI p98); Id Insinuation (PSI p112); Psionic
Dominate (PSI p96); Thought Shield (PSI p137). The aboleth
gains additional uses of these powers at level five and level eight
when they can be used three times per day. Even advanced aboleth
cannot use these powers more than three times per day. The aboleth's
manifester level for these powers is equal to twice its racial hit
dice - therefore an 8 HD aboleth would manifest these powers as
a 16th level Psion. If the power can be augmented then the aboleth
always augments it to the highest possible level. See the section
on Psionics for more details
on augmenting certain powers.
Greater Psi-Like Abilities (Sp): The aboleth gains use of
the following powers once per day at sixth level: Psionic Modify
Memory (PSI p122); Remote Viewing (PSI p129); Wall
of Ectoplasm (PSI p140). Even advanced aboleth cannot use these
powers more than once per day. The aboleth's manifester level for
these powers is equal to twice its racial hit dice - therefore an
8 HD aboleth would manifest these powers as a 16th level Psion.
If the power can be augmented then the aboleth always augments it
to the highest possible level. See the section on Psionics
for more details on augmenting certain powers.
Large Size: Although the aboleth is growing throughout its
life, from 4th level it officially reaches Large Size. The aboleth
is now ten feet in length. Most of the benefits and penalties of
Large size are already figured into the progression. In addition
to these aboleth now receives a -1 penalty to all attack rolls and
to armour class, and a -4 penalty on all Hide checks.
Huge Size: The aboleth reaches Huge size at 8th level; it
is now twenty feet long. The aboleth now receives an additional
-1 penalty to all attack rolls and to armour class (for a total
of -2) , and an additional -4 penalty on all Hide checks (for a
total of -8).
The Aboleth Class
| Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special
|
XP
Cost |
| 1 |
+0 |
+0 |
+0 |
+2 |
Unnatural Origin, Skill Modifiers, Racial
Knowledge, Absorb Memory, Tentacle Attack (1d3), Lesser Psi
Powers (1/day)
|
0 |
| 2 |
+1 |
+0 |
+0 |
+3 |
+2 Str, +2 Con, Intermediate Psi Powers (1/day)
|
2140 |
| 3 |
+2 |
+1 |
+1 |
+3 |
+2 Str, +2 Wis, +2 Cha, Lesser Psi Powers
(2/day)
|
3140 |
| 4 |
+3 |
+1 |
+1 |
+4 |
+2 Str, +2 Con, -2 Dex, +2 Natural Armour,
Large Size, Tentacle Attack (1d4), Slime
|
4140 |
| 5 |
+3 |
+1 |
+1 |
+4 |
+2 Str, +2 Int, +2 Wis, +2 Cha, Lesser Psi
Powers (3/day), Intermediate Psi Powers (2/day), Mucus Cloud
|
5140 |
| 6 |
+4 |
+2 |
+2 |
+5 |
+2 Str, +2 Con, Greater Psi Powers (1/day)
|
6140 |
| 7 |
+5 |
+2 |
+2 |
+5 |
+2 Str, +2 Int, +2 Wis, +2 Cha, Lesser Psi
Powers (at will)
|
7140 |
| 8 |
+6/+1 |
+2 |
+2 |
+6 |
+2 Str, +2 Con, -2 Dex, +3 Natural Armour,
Huge Size, Intermediate Psi Powers (3/day), Tentacle Attack
(1d6)
|
8160 |
Aboleths Beyond Eighth Level
Aboleths can continue to advance in their racial character class
beyond eighth level. Their base attack bonuses, skill points, hit
dice and saving throws continue to follow the advancement for aberrations
(MM p305). There is no further XP cost to pay after eighth
level. Aboleths that reach seventeenth level (17 HD) are considered
Gargantuan creatures with the commensurate changes to attributes,
size modifiers, natural armour and tentacle damage as noted in the
table on MM p296. The absolute limit of an aboleth's advancement
is twenty-fourth level (24 HD). Increased hit dice also increases
the save DC of saves against the aboleth's mucus cloud and slime
attacks. The aboleth's manifester level for his psi-like abilities
continues to improve by +2 per hit dice to a maximum of level 48
at 24 HD. However, the aboleth gains no access to any other psi-like
abilities, and cannot use the abilities it does have any more often
than it could at eighth level.
Aboleths with Psionic Class Levels
Aboleths often multiclass into Psions (usually Telepaths). Their
hit dice (racial class levels) and levels of psion stack when determining
access to psionic powers, calculation of power points and the like.
An aboleth 8/psion 2 manifests psionic powers as a tenth level psion,
and has the number of power points of a tenth level psion. All other
class abilities are those of a second level psion. The manifester
level of the aboleth's psi-like abilities is not affected by levels
in psion (or any other class). It remains the equal of twice the
aboleth's racial hit dice, with one exception. If the aboleth's
manifester level is ever greater than twice its hit dice then the
higher figure is used. An aboleth 8/psion 9 manifests powers and
psi-like abilities as a seventeenth level psion.
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