Perception +17; darkvision
Languages Aklo, Alghollthu, Aquan, Common, Undercommon
Skills Athletics +16, Deception +15, Intimidation +15, Lore (any one subcategory) +14, Occultism +16
Str +5, Dex +1, Con +6, Int +3, Wis +5, Cha +4
Mucus Cloud (aura, disease) 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours.
AC 23; Fort +15, Ref +10, Will +16
HP 135
Speed 10 feet, swim 60 feet
Melee tentacle +16 (agile, magical, reach 15 feet), Damage 2d8+10 bludgeoning plus slime
Occult Innate Spells DC 25; 7th
(at will), (at will); 6th (×3), (at will); 5th (at will); 4th (at will); 3rd (at will)Slime (curse, occult, virulent) Saving Throw Fortitude DC 25; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, inflicting drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, inflicting drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A
spell can counteract this curse, but immunity to disease offers no protection against it.Alghollthu Master (Aboleth)
Aboleths form the core of alghollthu society, and while they are the “common folk” of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths.