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Aboleth Variants

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The Topaz Order

Although the aboleths have existed for untold eons, the shape and function of their bodies has not evolved as much as one would suspect over time. This might be due to the fact that their racial memories somehow serve to stagnate their development by encouraging them to conform to the past. Or it might be simply that their current form represents the pinnacle of perfection for their kind, and that any further adaptation or evolution would be nothing more than regression. Yet a few alternative forms of aboleths exist, having arisen as the creatures expanded into new terrains and were forced to change as a result. For the most part, these variant aboleths are statistically quite similar to the standard aboleth presented in the Monster Manual; changes are indicated in the paragraphs that follow.

Amphibious Aboleth: Aboleths spend their entire lives underwater. They have little interest in exploring the surface world to any great extent; that’s what slaves are for. Yet some aboleths,

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particularly those that become stranded after caverns collapse behind them or that are forced to fl ee their home city for some reason, must dwell in areas that aren’t ideal for their physiolog y. Aboleths trapped in dry areas quickly succumb to the long dreaming, but those stuck in areas with at least some water, such as in a large swamp or fen, can adapt over time. These amphibious aboleths are identical to their aquatic kin, except that their land speed increases to 20 feet, their swim speed decreases to 40 feet, and they gain the amphibious special quality (meaning they can breathe air as well as water). They can survive indefi nitely on land, and they dry out and succumb to the long dreaming only if they take enough nonlethal damage from thirst or starvation to be rendered unconscious.

Uobilyth (Aerial Aboleth): The most exotic and unusual aboleth variant is the reclusive uobilyth or “aerial aboleth,” as they are known to the few who have encountered them. An uobilyth looks similar to an aboleth in shape except that its tail has no fl ukes and its coloration is a deeper green-blue. Uobilyths do not have the aquatic subtype or a swim speed. They gain the air subtype and a fl y speed of 60 feet (good). An uobilyth’s ability to fl y is a supernatural ability. Uobilyths are never lawfully aligned; most are neutral evil or even chaotic evil. Solitary creatures, they are content to dwell in the high clouds alone with their unknowable thoughts, and they seldom take slaves. The creatures dwell miles above the ground, rarely at an altitude of less than 3 miles and usually at a height of 3 to 6 miles. They make their homes inside vast, perpetual clouds fi lled with dense moisture and maintained by their ancient magic. How the uobilyths came to dwell in the distant reaches of the skies is unknown, but it likely has something to do with their intrinsic rejection of the traditions of aboleth history and society.

Stygian Aboleth: Eons ago, a large city of exceptionally gargantuan aboleths managed an amazing feat of magic and transported an entire world of slaves and minions from the Material Plane to the Nine Hells; they arrived on the layer known as Stygia and fl ourished. Since that time, the infl uence of the Nine Hells has changed these aboleths, infusing them with the frozen evil magic of Stygia and creating an entirely new species. These Stygian aboleths rule nations of aquatic baatezu and slaves culled from countless worlds and planes. In time, these aboleths might transform fully into a new kind of devil, but until then

Illus. by C. Fix

Orluthian, a stygian aboleth the average St ygian aboleth is similar to an advanced fi endish aboleth in capabilities and statistics. A sample Stygian aboleth is described below. Orluthian, Stygian Aboleth

Orluthian rules a small city of fi endish skum built into the underside of an iceberg located in a remote corner of Stygia.

There, it plots the construction of specialized vortex portals that can reach across the dimensions to manifest in Material

Plane oceans. It is from the ships and victims pulled through these vortices that Orluthian gathers the raw materials it needs to further its experiments to learn why humanoids are suddenly so common among the worlds.

Orluthian: Stygian aboleth; CR 15; Gargantuan aberration (aquatic, cold); HD 24d8+168; hp 276; Init +1; Spd 10 ft., swim 60 ft.; AC 18, touch 7, fl at-footed 17; Base Atk +18; Grp +42; Atk +26 melee (3d6+12 plus slime, tentacle); Full Atk +26 melee (3d6+12 plus slime, 4 tentacles) and +22 melee (2d8+6, bite);

Space/Reach 20 ft./15 ft. (20 ft. with bite); SA enslave, psionics, slime, smite good 1/day; SQ damage reduction 10/magic, darkvision 60 ft., immunity to cold, mucus cloud, spell resistance 25, vulnerability to fi re; AL LE; SV Fort +15, Ref +11, Will +19;

Str 34, Dex 12, Con 24, Int 15, Wis 17, Cha 17.

Skills and Feats: Concentration +34, Knowledge (the planes) +29, Listen +30, Spot +30, Swim +20; Ability Focus (enslave),

Ability Focus (slime), Combat Casting, Improved Natural

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