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| Huge Aberration (Aquatic) | |
| Hit Dice: | 8d8+56 plus 10d4+70 (177 hp) |
| Initiative: | +7 |
| Speed: | 10 ft. (2 squares), swim 60 ft. |
| Armor Class: | 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15 |
| Base Attack/Grapple: | +11/+28 |
| Attack: | Tentacle +18 melee (1d6+9 plus slime) |
| Full Attack: | 4 tentacles +18 melee (1d6+9 plus slime) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Enslave, psionics, slime, spells |
| Special Qualities: | Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar |
| Saves: | Fort +15, Ref +10, Will +15 |
| Abilities: | Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14 |
| Skills: | Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground), Swim +8 |
| Feats: | Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration |
| Environment: | Underground |
| Organization: | Solitary |
| Challenge Rating: | 17 |
| Treasure: | Double standard |
| Alignment: | Usually lawful evil |
| Advancement: | By character class |
| Level Adjustment: | — |
The save DC for the aboleth mage’s transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The save DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th.
The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force, to protect itself while seizing control of its foes with spells and innate abilities.
Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0—daze, detect magic (2), resistance; 1st—alarm, charm person, color spray, mage armor, magic missile (2); 2nd—blur, bull’s strength, darkness, fox’s cunning, see invisibility; 3rd—dispel magic, displacement, fly, lightning bolt; 4th—greater invisibility, phantasmal killer, scrying, stoneskin; 5th—hold monster, empowered lightning bolt, wall of force.
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.