Lords of Madness - 3.5e

Page 27

THE DEEP MASTERS

CHAPTER 2

Strong conjuration; CL 15th; Craft Aboleth Glyph, control water; Price 120,000 gp. Glyph of Enfeeblement: All nonaboleths within 20 feet of this glyph are weakened and debilitated, and take a –6 penalty to Strength, Dexterity, and Constitution. The effect of this glyph persists for 1d4 rounds after a creature exits the area of effect. A successful DC 16 Will save negates the effect completely. Moderate necromancy; CL 9th; Craft Aboleth Glyph, bestow curse; Price 72,000 gp. Glyph of Extension: Any aboleth within 20 feet of this glyph doubles the range of its enslave special attack. Moderate transmutation; CL 9th; Craft Aboleth Glyph, eagle’s splendor; Price 20,000 gp. Glyph of Law: All nonlawful creatures within 30 feet of this glyph become nervous and unsure of their abilities. These creatures take a –1 penalty on attack rolls, weapon damage rolls, and saving throws. This effect cannot be resisted with a saving throw. Moderate abjuration; CL 9th; Craft Aboleth Glyph, magic circle against law; Price 30,000 gp. Glyph of Slave’s Glory: All creatures within 30 feet of this glyph and currently under the effect of an aboleth’s enslave ability are filled with feelings of pride for and loyalty to their aboleth masters. The creatures gain a +2 morale bonus on Strength, Constitution, and Will saving throws. If a slave attacks another aboleth while within the area of this glyph, he takes 10d6 points of force damage (DC 16 Reflex save for half) and immediately loses all benefits of the glyph until he leaves the area and reenters it. Moderate transmutation; CL 9th; Craft Aboleth Glyph, rage; Price 40,000 gp. Glyph of the Slime Curse: Within 30 feet of this glyph, any saving throws against an aboleth’s slime special attack are made with a –4 penalty. A failed save indicates that transformation occurs in a single round. Moderate transmutation; CL 9th; Craft Aboleth Glyph; Price 25,000 gp.

THE NIGHTMARE OUT OF TIME Aboleths are characterized by their ancient nature. They remember the rise and fall of countless nations, the foundation of the first religions, the formation of mountain ranges, and the creation of the seas themselves. They have had more time to build their empires than any other race; these empires rise and fall on a geologic scale through the eons. They are primal forces, unknowable to anything but their own kind. There can be no accounting of the history of the aboleth race. The creatures have existed for millions of years, and any chronicle of their history with even a small level of detail would require a tome thousands of pages in length. Still, despite its age, the aboleth race follows certain inexorable

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trends, just as the life and death of mountains and oceans follows a cyclic path. To understand the source of the aboleth race, one must first realize that other entities existed long before even the aboleths themselves. Their goals and desires were alien and unknowable to humankind. Yet they did exist, in the spaces between reality and possibility. Modern sages theorize that these creatures might be the primal source of the dimension known as the Far Realm, while others argue that their presence only enabled the existence of this dimension, and that the Far Realm is but one of a myriad of their workings. Sages refer to these beings collectively as the Elder Evils. One of the Elder Evils was the source of the aboleth race. The aboleths know this entity by the name Piscaethces, which roughly translates as “Blood Queen,” for it is from her blood that the primal aboleth was spawned. Piscaethces has since retreated from the physical world, and although insane cultists periodically attempt to call the Blood Queen back, she never stays for long. Her interests lie beyond this dimension. The aboleths themselves understand this, and they know that the Blood Queen didn’t spawn them out of scientific curiosity or a need for companionship. At best, the foundation of their race was a cosmic accident that came about merely as a by-product of the interaction between the Blood Queen’s body and the material world. Yet this concept does not trouble the aboleth; if anything, it has liberated them. If their progenitor is uncaring and unfeeling to them, they are free to make their own progress through existence without fear of reprisal or desire to please. What the aboleth race has done and shall continue to do, it does for itself. Since their inception, aboleths have founded countless empires in the watery reaches of the world. Their first empire remains their longest-lived and most expansive. Built when the world itself was a barren rock of boiling seas and choking skies, this empire spanned the globe. With the world already under their control, the aboleths turned their intellects to other pursuits, primarily the creation of minions to perform the dreary, day-to-day tasks of keeping their empire running. They experimented with countless forms of life, including constructs, oozes, elementals, vermin, and eventually more complex creatures like animals, magical beasts, and even humanoids. The world of the primal empire was a place of eternal night, truly vast oceanic gulfs, and twisted monstrosities fashioned by the aboleths in their own image. For timeless ages, this primal empire prospered—until disaster struck. What precisely destroyed the primal empire is known only to the aboleths, and they do not speak of it, even among themselves. Sages of other races have posited theories. Perhaps their slave races managed to rebel against them. Perhaps some great natural disaster struck. Perhaps the aboleths turned on themselves in a fit of self-destruction. Perhaps the Blood Queen or another of the Elder Evils returned and wreaked unimaginable devastation.


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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