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Four long tentacles writhe from this three-eyed fish-like creature's flanks, and its green body glistens with thick, clear slime.

Aboleth CR 7
XP 3,200
LE Huge aberration (aquatic)

+5; Senses darkvision 60 ft.; Perception +14

mucus cloud (5 feet)
AC 20, touch 9, flat-footed 19; (+1 Dex, +11 natural, –2 size)
hp 84 (8d8+48)
Fort +8, Ref +5, Will +11
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 16th)
At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)
3/day—dominate monster (DC 22)
Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17
Base Atk +6; CMB +13; CMD 24 (can't be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24; Racial Modifiers +8 Swim
Languages Aboleth, Aklo, Aquan, Undercommon

Mucus Cloud (Ex)

While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex)

A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.

Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games


Characters with ranks in Knowledge (dungeoneering) can learn more about an aboleth. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Dungeoneering)

DC Result
17 This creature is an aboleth, an intelligent, aquatic aberration.

This result reveals all aberration traits.

22 An aboleth's attacks can cause a terrible affliction where the victim's skin becomes a clear, slimy membrane that must remain moistened with cool, fresh water. They also surround themselves with a viscous cloud of mucus that can cause victims to temporarily lose the ability to breath air. Aboleths speak their own language, as well as Undercommon and Aquan.
27 Aboleths have an array of powers that create illusions to help ensnare their victims. They can also enslave a victim through the domination of their mind.

Knowledge (Arcana)

DC Result
17 This intelligent race make natural arcane casters, and the most powerful of their kind are usually competent wizards.
22 The mucus that aboleths exude can be used to great effect in the creation of potions of water breathing.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara