Bestiary: Aboleths

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Aberrations

Aboleth


Race: Aberration SR: 83 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 75% (EV, dispellable) KB: Ac Ma (personal)
Takes: Sl Fi Heals: (none) Deals: Ac Co Ma + special Ps
Misc Imm: Charm Confuse Death Magic Domination Fear Knockdown Petrification
Spell Imm: Harm, Mass Harm, Mordenkainens Disjunction, Lesser Spell Breach, Spell Breach, Greater Spell Breach, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Touch attack to decrease AC (not in logs because it is spammy) only 1-2 points per successful attack, but it stacks: The aboleth strikes you with a slimy tentacle, weakening your defenses! Über Spell Mantles of mega spell level absorption (estimated at 70-80 spell levels) and very high DC buffs & combat spells. Lastly, Aboleths have a special Psionic (Ps) bolt attack.
Buffs @ lvl 60: Elemental Shield, Energy Immunity (fire), Etheral Visage, Premonition & Protection from Elements.
Combat spells cast @ lvl 60: Bigby's Crushing & Interposing Hands, Disintegrate, Greater Dispelling, Mestil's Acid Breath, Mind Fog, Mordenkainen's Disjunction and Weird.
Aboleths are immune to targeted Mords and Breaches. Area Mords, Paladin Holy Sword (level 30 or greater required) and Thaumaturgic Venom are effective however. The only truly effective damage types are Fi and Sl, however they take very low levels of Pi, So, Ma, Ne and Po. It should be noted that Di is completely useless against them. Happily, it does not heal them. Aboleths are vulnerable to Greater Ruin, but it is advisable to do this only after they have been cursed.

The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. It despises all nonaquatic creatures and attempts to destroy them on sight.

An aboloeth has a pink belly. Four pulsating, blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Aboleths are cruel and highly intelligent, making them dangerous predators. They know many ancient and terrible secrets, for they inherit their parents' knowledge at birth and assimilate the memories of all they consume.

Aboleths are smart enough to refrain from immediately attacking land dwellers who draw near. Instead they hang back, hoping their prey will enter the water, which they often make appear cool, clear, and refreshing with their powers of illusion. Aboleths also use their psionic abilities to enslave individuals for use against their own companions.

Most races maintain as part of their culture elaborate creation myths, stories they pass down through the generations with great respect, for these myths tell of how their race came to be. Often, one race's creation myths are at odds with another's, but this is of little concern, since a conflicting tale can easily be discounted as sheer fabrication. The aboleths, however, do not have such myths, for a simple reason. They believe it an indisputable fact that they were the first, the primal race that existed before nearly all else, second only to the unknowable Elder Evils that spawned them. They know this because they remember the ancient past with crystal clarity. All else in the world is a pale imitation of their primal perfection. Even the deities themselves are subject to derision, for the aboleths know that they predate the gods. They have seen the world destroyed coutless times by apocalypses both natural and artificial, yet each time the world remade itself and the aboleth survived. They are truly nightmares out of time.

Cildabrin


Race: Aberration SR: 72 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Ac Co So Po b s m Heals: (none) Deals: Ac El Po
Misc Imm: Death Magic Disease Knockdown Poison
Spell Imm: Word of Faith, Implosion, Drown, and Disintegrate
Special Abilities: Poison sting and Silence aura


Cildabrins are subterranean hunters that prefer temperate or warm underground regions. Incapable of spinning normal webs, cildabrins roam their territory like great wolves, looking for any prey they can catch and tear to shreads wtih their powerful pincers. Once they catch their food, it is poisoned into submission or killed. The cildabrin then retreats to its lair - a warm, dark cave - to eat at its leisure. It devours its prey like a scorpion rather than a spider; its pincers tear off shreds of flesh small enough for the creature to chew with its mandibles. A cildabrin has no interest in any gear or valuables its prey carries, beyond the possibility that scattering such items around its territory might attract more prey.

Sages speculate that cildabrins might be a created race, not one that evolved naturally. Those who espouse this theory point to the aberration's remarkable similarities to two other natural kinds of arachnid creatures: hunting spiders (such as tarantulas) and scorpions. Cildabrins seem incapable of true speech but can communicate with other arachnids. They are sentient; they merely lack the means to vocalize sounds.

When roaming underground, cildabrins sometimes stray perilously close to dungeons, sewers, crypts, and other subterranean elements of civilization. Despite legends to the contrary, it does not seem that that cildabrins are tools of the drow. The dark elves fear these terrible beasts as least as much as other humanoids do. In fact, some religious sects among the drow consider the appearance of a cildabrin to be a dire omen. For their own part, these aberrations seem to prefer dwarf flesh above all else.

Gibbering Mouther


Race: Aberration SR: 78 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 40% KB: So Ma (area-wide)
Takes: Do Not Hit Pi Sl Co Ma f p Heals: (none) Deals: El So Ne
Misc Imm: Critical Hits Death Magic Disease Freedom Knockdown Paralysis Poison
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:
Weird-able

This unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but no the consistency, of human flesh. Countless eyes and toothy mouths constantly form and disappear all over the creature, retreating into its body even as they become apparent.

A gibbering mouther is a creature seemingly drawn from a lunatic's nightmares. Although not evil, its thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. Sometimes the arrangement of eyes and mouths on a gibbering mouther's body resembles a face, but just as often the features have no relationship to one another.

A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds. Gibbering mouthers can speak Common, but seldom say anything other than gibberish.

Neh-Thalggu


Race: Aberration SR: 79 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 35% KB: Po (area-wide)
Takes: Do Not Hit Bl El Fi Po a c Heals: (none) Deals: Co El Po
Misc Imm: Critical Hits Death Magic Mind Spells Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: [What causes this??] The horrible visage of the neh-thalggu saps your will!
Nehs are vulnerable to Infestation of Maggots (Druid, Necromancy). Enervation is certainly useful.

Bizarre creatures best known for their unpleasant habit of harvesting humanoid brains, whatever the wishes of their current owners, neh-thalggu (also called brain collectors) endlessly prowl for additions to their collections.

Truly hideous in appearance, brain collectors have bloated, yellow-orange, oily bodies that spout dozens of short, writhing tentacles. Ten slightly longer tentacles frame its lamprey mouth, which is filled with row after row of jagged teeth. Above the gaping maw are four large, yellow, red-irised, bulging eyes, behind which cluster a number of squirming bulges about a foot across.

These bulges house the human or humanoid brains the brain collector has harvesteed to date (up to thirteen brains at a time), which it uses to power its own special abilities. It must discard one of its currently 'banked' brains in order eto replace it with another. The creatures move with surprising agility on segmented, crablike legs. Brain colletors lack fixed internal anatomies and can rearrange organ functions at will, making them very difficult to kill.

Brain collectors hail from a distant reality known to sages only as the Far Realm or the Nightmare Dimension. Occasionally juveniles are encountered in isolated locations, but fully grown specimens are quite rare. Both types visit mundane realms in order to harvest the brains they need to fully access their abilities. A juvenile will seize brains as the opportunity arises, but an adult absorbs only the brains of arcane spellcasters, passing along rejects to less fussy mind flayer retainers. A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. A brain collector might be bargained with for the return of a specific brain, but only in exchange for a better (more powerful) specimen.

Brain collectors typically attract a retinue of mind flayers, drawn by the desire to study the aberration's technique in extracting brains with ranged attacks and its ability to access the arcane brainpower of the assimilated brains. Some sages have ascribed the illithid's attraction to simple self-interest (the illithids get to claim the rejects that do not meet the neh-thalggu's demanding specifications), others to an affinity almost amounting to worship. On rare occasions a neh-thalggu is accompanied by a single paragon mind flayer sworn to its service.

Neh-thalggus' own language is a silent sign language 'spoken' with their tentacles. They can also communicate telepathically with any creature that has a language within 100 feet.

Animals

Screeching Eel


Race: Animal SR: 69 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl Fi Ne Heals: (none) Deals: So
Misc Imm: Charm Confuse Domination Freedom Knockdown Paralysis
Spell Imm: Implosion, Drown, and Disintegrate
Special Abilities: Curse song (one shot)
Screeching Eels curse PCs (one shot) and have a sonic cone attack. They do not appear to otherwise have a melee attack or deal melee damage.

Screeching eels lurk the deep, dark trenches of the underdark seas, seeking out prey with highly sensitive echolocation. While their preferred prey are the blind fish that frequent the depths, they are happy to feast on most warm-blooded creatures, even those as large as a human, or larger. They stun their prey with vicious high pitched sonic blasts, and then finish them with their toxic bite.

Constructs

Eidolon


Race: Construct SR: 74 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Immune to KV, but Ma Po & a work Heals: (none) Deals: El So Ma
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities: Breach on hit, Knockdown
Crumble-able, immune to (at least) level 3 and lower

The art of crafting magical constructs to serve as guardians has existed for eons. It was an old practice when the humanoid races took their first tentative steps toward the master of magic, and today, most construcs that exist are based on the humanoid form. Yet constructs from previous epochs still exist in the darkest, most seculuded regions of the world. Known collectively as eidolons, these ageless creatures guard sites that have long since been abandoned, the races that built them having faded into obscurity. Eidolons are all that remain of these ancient races, and from their form one can surmise that the world is better off without them.

An eidolon is built of ancient rock, basalt, porphyry, obsidian, or other igneous stone. Its surface is covered with ancient runes or glyphs from forgotten, dead languages. While the features of an eidolon might appear somewhat eroded or timeworn, the creatures remain quite sturdy and dangerous. Eidolons are mindless, and do only what they are ordered to do by their creators. The process for creating eidolons has long since passed into antiquity, so eidolons that still exist are generally without masters. They continue to perform their prior tasks, relentless and eternal in their obedience. These instructions must be simple, such as "Remain here and attack any humanoids that enter this room" or "Patrol the perimeter of this building." Often, the focus of an eidolon's task has long since crumbled away, yet the construct continues to guard or patrol for eons after the location itself has gone to dust.

Damaged eidolons repair themselves quickly, or can be repaired in an appropriate workshop or laboratory.

Lesser Eidolon


Race: Construct SR: 72 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Immune to KV, but Ma Po & a work Heals: (none) Deals: El So Ma
Misc Imm: Immune to KV
Spell Imm: Immune to KV and (at least) to level 3 or lower spells
Special Abilities: Breach on hit, Knockdown
Crumble-able

The art of crafting magical constructs to serve as guardians has existed for eons. It was an old practice when the humanoid races took their first tentative steps toward the mastery of magic, and today, most construcs that exist are based on the humanoid form. Yet constructs from previous epochs still exist in the darkest, most seculuded regions of the world. Known collectively as eidolons, these ageless creatures guard sites that have long since been abandoned, the races that built them having faded into obscurity. Eidolons are all that remain of these ancient races, and from their form one can surmise that the world is better off without them.

An eidolon is built of ancient rock, basalt, porphyry, obsidian, or other igneous stone. Its surface is covered with ancient runes or glyphs from forgotten, dead languages. While the features of an eidolon might appear somewhat eroded or timeworn, the creatures remain quite sturdy and dangerous. Eidolons are mindless, and do only what they are ordered to do by their creators. The process for creating eidolons has long since passed into antiquity, so eidolons that still exist are generally without masters. They continue to perform their prior tasks, relentless and eternal in their obedience. These instructions must be simple, such as "Remain here and attack any humanoids that enter this room" or "Patrol the perimeter of this building." Often, the focus of an eidolon's task has long since crumbled away, yet the construct continues to guard or patrol for eons after the location itself has gone to dust.

Damaged eidolons repair themselves quickly, or can be repaired in an appropriate workshop or laboratory.

Shaboath


Race: Construct SR: 73 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 78% KB: Co (personal)
Takes: Pi Sl Fi Ma Po Heals: (none) Deals: Co So Ma
Misc Imm: Critical Hits Level/Abil Drain Death Magic Disease Freedom Knockdown Mind Spells Paralysis Petrification Poison
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Shaboath look like Crystal Ooze, however they are safe to hit. They can be killed with Horrid Wilting.

Shaboaths are constructs created by powerful aboleths to guard their cities and perform various errands. They have bodies made of thick, transparent fluid - water tainted with the slime exuded by a savant aboleth. A shaboath is a shapeless creature that resembles a sphere or pool of water when at rest. When it attacks, it creates four large pseudopods.

A shaboath is about 10 feet wide, with 10-foot-lon tentacles. It weighs about 12,000 pounds.

A shaboath cannot speak nor make any vocal noise. The creature carries with it a distinctive musty smell, like that of mildew or swamp water. On land, it moves with a sloshing, undulant coiling, and leaves a trail of moisture in its wake.

Elementals

Marid


Race: Elemental SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 60% KB: (none)
Takes: Bl Sl Co Fi So Ne Heals: (none) Deals: Ac Co Ma
Misc Imm: Death Magic Freedom Mind Spells Paralysis Petrification
Spell Imm: Word of Faith, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Knockdown DC 40 Strength check
Good target for Greater Ruin, Disarm or Constution Drain

Marids are fiercely independent genies as hard to control as the ocean itself. Whether in their palaces on the Elemental Plane of Water or in the seas of the Material Plane, marids love to hunt for sport through the depths and gather pearls and other treasures from the sea floor. Those on the Material Plane have another pastime: capsizing ships and drowning sailors.

Marids look lik tall, blue-skinned humans. When they deign to wear clothing at all, it's something that won't impede swimming. Some marids dress in finery woven entirely from seaweed, with a brocade of coral and pearls.

As a group, marids have a much looser social structure than other genies. On the Elemental Plane of Water, there is a loose empire ruled by a padishah, but many marids don't recognize its authority. At any one time, there are a number of heirs vying for the Coral Throne - and many are unwilling to wait for the current padishah's reign to end naturally.

Fey

Flame Of Madness


Race: Fey SR: TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: El Ma (area-wide)
Takes: Do Not Hit Heals: (none) Deals: El So Ma
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities: Elemental + Exotic vulnerability infliction, on-hit Breach
Flames of Madness must not be hit with melee or ranged weapon damage. The only known way to kill them is with the Banishment spell. In order to be effective, the caster will probably need Epic or Legendary Focus in Abjuration.

These flames are abominations loosed on the world by the aboleths, either out of frivoloty or malevolence. They roam the depths in search of humanoid minds to torment. Practically nothing is known of them, including how, if at all, they eat. What is known is that anyone interested in keeping their wits should give them wide berth.

Fog Of Dreams


Race: Fey SR: TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (unknown)
Takes: Do Not Hit Heals: (none) Deals: Ac So Ne
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities: Elemental + Exotic vulnerability infliction, on-hit Breach
Fogs of Dreams must not be hit with melee or ranged weapon damage. The only known way to kill them is with the Banishment spell. In order to be effective, the caster will probably need Epic or Legendary Focus in Abjuration.

These fogs are abominations loosed on the world by the aboleths, either out of frivoloty or malevolence. They roam the depths in search of humanoid minds to torment. Practically nothing is known of them, including how, if at all, they eat. What is known is that anyone interested in keeping their wits should give them wide berth.

Mist Of Insanity


Race: Fey SR: TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 35% KB: Co Po (area-wide)
Takes: Do Not Hit Heals: (none) Deals: Co So Ma
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities: Elemental + Exotic vulnerability infliction, on-hit Breach
Mists of Insanity must not be hit with melee or ranged weapon damage. The only known way to kill them is with the Banishment spell (Greater Spell Focus Abjuration minimum -- spell draughts, items, etc.)

These mists are abominations loosed on the world by the aboleths, either out of frivoloty or malevolence. They roam the depths in search of humanoid minds to torment. Practically nothing is known of them, including how, if at all, they eat. What is known is that anyone interested in keeping their wits should give them wide berth.

Witchlight


Race: Fey SR: 81 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 70% KB: El (area-wide)
Takes: Do Not Hit Bl Sl Co Ne a Heals: (none) Deals: El Fi Po
Misc Imm: Critical Hits Death Magic Disease Freedom Knockdown Mind Spells Paralysis Petrification Poison
Spell Imm: Harm, Mass Harm, Word of Faith, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Daze, Concentration check DC 60 each time you hit it in melee
Witchlights are a major pain for any tank that has a low Concentration skill. Dulvuroth weapons do well against them, and they can be Distintegrated, Imploded and Greater Ruined.

Witchlights are distant relatives to will-o'-wisps, and share much in common with them, including a love of luring mortals to their doom. Like wisps, witchlights feed on the emotions associated with panic, horror, and death. The main difference between these two types of beings is simply their environment - witchlights are found only in the darkest, deepest places in the earth, often in huge underground lakes or seas, and have been made much tougher and more vicious by their comparatively harsher environment.

Witchlights, like wisps, can speak common, by producing vibrations in the air, resulting in a ghostly sounding voice, which they often use to lure unwitting souls to grisly, painful, and protracted deaths.

Magical Beasts

Pseudonatural Goblin Shark


Race: Magical Beast SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Bl Pi Sl Co Fi So Po Heals: (none) Deals: Ac Ne
Misc Imm: Death Magic
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:


Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.

Pseudonatural Great White


Race: Magical Beast SR: 69 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Bl Pi Sl Co Fi So Po Heals: (none) Deals: Ac Ne
Misc Imm: Death Magic
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:


Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.

Pseudonatural Hammerhead


Race: Magical Beast SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Bl Pi Sl Co Fi So Po Heals: (none) Deals: Ac Ne
Misc Imm: Death Magic
Spell Imm: Harm, Mass Harm, and Drown
Special Abilities: Inflict acid vulnerability (no save versus Disease??!?), cured with Remove Disease: The hammerhead's acidic bite festers, weakening your defenses!


Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.

Pseudonatural Mako


Race: Magical Beast SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Bl Pi Sl Co Fi So Po Heals: (none) Deals: Ac Ne
Misc Imm: Death Magic
Spell Imm: Harm, Mass Harm, and Drown
Special Abilities:


Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms

Monstrous Humanoids

Kuo-Toa Thrall (greataxe)


Race: Monstrous Humanoid SR: 72 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 37% KB: (none)
Takes: Bl Pi Sl Ac Fi So Di Ma Ne Po Heals: (none) Deals: Co El Ma
Misc Imm: (none)
Spell Imm: Drown
Special Abilities:
Weird- and stone-fodder; Bigby's Forceful hand also works well.

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

Although most people shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuo-toa know much about long forgotten, ancient evils dwelling in the deepest parts of the ocean.

An average kuo-toa stands roughly 5 feet tall and has a more or less humanoid appearance. Its rounded body is covered with fine scales giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look very much like flippers. The bullet-shaped heads are piscene, with bulging, silver-black eyes and wide mouths full of needle-sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries the almost overwhelming odor of rotting fish.

Kuo-toa are an obvious choice as allies for the aboleths for many reasons. First, they are individually much weaker than the aboleths and can be bullied into servitude. Second, they are amphibious and can carry out their masters' plans on the surface. The aboleths keep the kuo-toa docile with their enslavement powers, but favored kuo-toa leaders are allowed to keep their own minds as a reward for good service. Since most of the other kuo-toas remain enslaved, the aboleths have no fear that the few free-willed kuo-toas can engender rebellion.

Kuo-Toa Thrall (trident)


Race: Monstrous Humanoid SR: 72 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 37% KB: (none)
Takes: Bl Pi Sl Ac Fi So Di Ma Ne Po Heals: (none) Deals: Ac Co Ma
Misc Imm: Freedom
Spell Imm: Drown
Special Abilities:
Weird- and stone-fodder; Bigby's Forceful hand also works well.

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

Although most people shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuo-toa know much about long forgotten, ancient evils dwelling in the deepest parts of the ocean.

An average kuo-toa stands roughly 5 feet tall and has a more or less humanoid appearance. Its rounded body is covered with fine scales giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look very much like flippers. The bullet-shaped heads are piscene, with bulging, silver-black eyes and wide mouths full of needle-sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries the almost overwhelming odor of rotting fish.

Kuo-toa are an obvious choice as allies for the aboleths for many reasons. First, they are individually much weaker than the aboleths and can be bullied into servitude. Second, they are amphibious and can carry out their masters' plans on the surface. The aboleths keep the kuo-toa docile with their enslavement powers, but favored kuo-toa leaders are allowed to keep their own minds as a reward for good service. Since most of the other kuo-toas remain enslaved, the aboleths have no fear that the few free-willed kuo-toas can engender rebellion.

Kuo-Toa Thrall (darts)


Race: Monstrous Humanoid SR: 72 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 37% KB: (none)
Takes: Bl Pi Sl Ac Fi So Di Ma Ne Po Heals: (none) Deals: Co El Ma
Misc Imm: (none)
Spell Imm: Drown
Special Abilities:
These are the mobs responsible for the webs which plague parties on the first several maps of Aboleth runs. The webs cause Domination. There are 3 set drop items which make PCs immune to these webs Kelpweave Robe, Netbreaker and Webdancers. In addition, Randomized or Augmented items which have "Spell Immunity: Entangle" also work.

Weird- and stone-fodder; Bigby's Forceful hand also works well.

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

Although most people shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuo-toa know much about long forgotten, ancient evils dwelling in the deepest parts of the ocean.

An average kuo-toa stands roughly 5 feet tall and has a more or less humanoid appearance. Its rounded body is covered with fine scales giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look very much like flippers. The bullet-shaped heads are piscene, with bulging, silver-black eyes and wide mouths full of needle-sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries the almost overwhelming odor of rotting fish.

Kuo-toa are an obvious choice as allies for the aboleths for many reasons. First, they are individually much weaker than the aboleths and can be bullied into servitude. Second, they are amphibious and can carry out their masters' plans on the surface. The aboleths keep the kuo-toa docile with their enslavement powers, but favored kuo-toa leaders are allowed to keep their own minds as a reward for good service. Since most of the other kuo-toas remain enslaved, the aboleths have no fear that the few free-willed kuo-toas can engender rebellion.

Kuo-Toa Thrall (shaman)


Race: Monstrous Humanoid SR: 72 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl Ac So Ma Ne Po Heals: (none) Deals: (unknown)
Misc Imm: Death Magic Petrification
Spell Imm: Drown, Flesh to Stone, Cast in Stone, Call of Stone, and Undeath to Death
Special Abilities: Very high DC buffs & combat spells.
Buffs @ lvl 60: Aura of Vitality, Barkskin, Death Ward, Energy Buffer, Energy Immunity: Fire, Premonition, Protection from Elements, Regeneration, Spell Resistance & Stoneskin.
Combat spells cast @ lvl 60: Creeping Doom, Slay Living & Stonehold.
Weird-fodder; Bigby's Forceful hand also works well.

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

Although most people shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuo-toa know much about long forgotten, ancient evils dwelling in the deepest parts of the ocean.

An average kuo-toa stands roughly 5 feet tall and has a more or less humanoid appearance. Its rounded body is covered with fine scales giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look very much like flippers. The bullet-shaped heads are piscene, with bulging, silver-black eyes and wide mouths full of needle-sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries the almost overwhelming odor of rotting fish.

Kuo-toa are an obvious choice as allies for the aboleths for many reasons. First, they are individually much weaker than the aboleths and can be bullied into servitude. Second, they are amphibious and can carry out their masters' plans on the surface. The aboleths keep the kuo-toa docile with their enslavement powers, but favored kuo-toa leaders are allowed to keep their own minds as a reward for good service. Since most of the other kuo-toas remain enslaved, the aboleths have no fear that the few free-willed kuo-toas can engender rebellion.

Ooze

Crystal Ooze


Race: Ooze SR: 74 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl d m n p Heals: El Deals: El Po
Misc Imm: Critical Hits Death Magic Disease Level/Abil Drain Freedom Knockdown Mind Spells Paralysis Poison
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:
Crystal Ooze split unless petrified. Additionally, they heal from Electrical damage (x5). They are immune to most damage types, but take full damage from Slashing, and minor damage from Exotics.

The crystal ooze is an aquatic variety of gray ooze. It is translucent and clear like glass, and nearly invisible in the water. They live in dimly lit bodies of water, but can survive on land for several hours.

A crystal ooze attacks with sudden speed, flailing with its pseudopod to attempt to paralyze its victims. The ooze flows over paralyzed victims to envelop and devour them.

Outsiders

Phane


Race: Outsider SR: 74 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 70% KB: (none)
Takes: Pi Sl El Fi Di Po Heals: (none) Deals: El Fi Ma
Misc Imm: Level/Abil Drain Death Magic Freedom Mind Spells Paralysis Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Phanes have an annoying Domination ability (Fortitude save versus DC 62). If you fail, you are "Frozen in Time" for a while. They also auto-restore versus curse song and Bestow Curse. Lastly, Phanes have a shadow double which dissipates after a while. The shadow doubles appear to be immune to all damage and magic.
The best way to deal with Phanes is to hit them with Bigby's Forceful Hand [Level 6] and then pummel them with Pi & Sl weapons which deal a lot of Po, Di, El and Fi (in the order listed). Can be instakilled with Mortal Strike, Heartbane and Called Shot.

Phanes are timelost abominations whose deific parents possessed portfolios relating to time or fate.

No two phanes have exactly the same appearance, but all are shadowy and insubstantial. Though it is difficult to pierce the pale shadow of their form, some are vaguely humanoid, all are somewhat bestial, and many are downright nonhumanoid. Usually, two (sometimes more) emerald eyes burn from their shadowy form. Consisting of coalescent mist, the air ripples around the phane, and though it moves with feline grace, it seems as though it can barely hold itself together.

Phanes are not so much captive as lost so far in the past (or future) that time itself is without meaning. However, sometimes a phane escapes into the four dimensions of our multiverse. Here, phanes particularly enjoy collecting victims by permanently locking them in temporal stasis. Phanes can feed off the essence of creatures they temporally trap in this fashion. Other phanes are more ambitious, and seek to alter the fate of nations, worlds, and planes - for the worse. Phanes can manipulate time, which they don't hesitate to use to sow chaos among mortals. Occasionally they form pacts with powerful beings that share their destructive propensities.

Plants

Mu Spore


Race: Plant SR: 78 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: Ac (personal)
Takes: Bl Sl Co El Fi Ma Po Heals: (none) Deals: Ac So Po
Misc Imm: Critical Hits Death Magic Disease Freedom Mind Spells Paralysis Poison
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: Concentration check DC ?? or weapon disarmed (thrown to the ground, rather than to your inventory). Inflicts Acid vulnerability (Will save versus Disease, DC 62): The mu spore coughs, covering you in acidic spittle!
Stonable

A mu spore is a sentient, magical form of plant life with a voracious appetite. Normally they dwell in dark, dark subterranean caverns, but some have adapted to aquatic life.They begin their attack by spraying a cloud of psychoactive spores into the air or water, to incapacitate potential prey. They follow this up by coiling their tendrils around their victim and attempting to swallow them entire.

Nothing is known of mu spore society, if any exists, and they appear to be solitary and highly territorial, driven by their constant need to feed. They have no need of others of their kind to repoduce. They are extremely cunning and deceptive as predators, and are able to speak common, so they will often enter into agreements with prey, in order to lure still more prey to their lairs before betraying the agreement and devouring all other parties involved.

The origins of the mu spore are also a complete mystery. Rumors abound, however, ranging from demented magical experiments on treants to extradimensional birth.

Reptilian Humanoid

Skum Thrall, Greater


Race: Reptilian Humanoid SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl El Fi So n p Heals: (none) Deals: Ac Co Po
Misc Imm: Fear Charm Domination Confuse
Spell Imm: Drown
Special Abilities: Inflict Bludgeoning vulnerabilies [must confirm].
Wail- and stone-fodder; Bigby's Forceful hand also works well.

The most iconic aboleth minions are the skum. Created from human stock, these amphibious humanoids are bred for their strength and combat skills. The number of skum an aboleth commands is an excellent indicator of that aboleth's standing in its society. The closest analogy in human society is the collection and breeding of warhorses.

Skum Thrall, Lesser


Race: Reptilian Humanoid SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl El Fi So n p Heals: (none) Deals: Ac Co Po
Misc Imm: Fear Charm Domination Confuse
Spell Imm: Drown
Special Abilities: Inflict Bludgeoning vulnerabilies [must confirm].
Wail- and stone-fodder; Bigby's Forceful hand also works well.

The most iconic aboleth minions are the skum. Created from human stock, these amphibious humanoids are bred for their strength and combat skills. The number of skum an aboleth commands is an excellent indicator of that aboleth's standing in its society. The closest analogy in human society is the collection and breeding of warhorses.

Vermin

Dream Larva


Race: Vermin SR: 77 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 50% KB: (none)
Takes: Immune to KV Heals: (none) Deals: Ac So Ma
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities: Fear Aura which ignores item-based Fear Immunity. Only Artifact-level or Class-based Fear Immunity is sufficient protection. Will Save DC 58 or The dream larva sinks you into a nightmare! This attack is particularly troubling if you find yourself running headlong towards the next spawn point.
Can be disintegrated and poisoned

Dream larva are the misbegotten offspring of deities of fancy, longing, and dream. Most creatures know the startlement of a night terror—a bolt of horror that wakes the sleeper from a dead sleep.

Dream larva are night terrors who escape dream into the waking world, nightmares made manifest. They have no specific form, but instead are every creature’s worst nightmare—each observer sees a dream larva for the first time as the most fearsome, terrible creature imaginable.

Dream larva have horns, a cruelly fanged mouth, four arms ending in claws, and four in pincers. No one knows how many dream larva infest the various regions of dreams. Most sleepers never dream the forbidden dreams that send their thoughts into the self-perpetuating nightmares that conceal and trap individual dream larvae. Such forbidden dreams are normally only triggered by the discovery of certain banned, divine manuscripts that have been mostly purged from the multiverse. However, sometimes dream larvae are disturbed nonetheless (or purposefully summoned). When they are, they follow the dreamer back into the waking world, and attempt to plunge all of creation into a true nightmare of their own creation.

Pelagic Mite


Race: Vermin SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl Ac Co So Ma Po Heals: (none) Deals: Ac So Ma
Misc Imm: Critical Hits Freedom Knockdown Paralysis Petrification
Spell Imm: Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Fortitude save versus Death, DC 64: "The mite finds a chink in your armor and burrows into your heart!"


Pelagic mites are tiny terrors of the deep. They are extremely short-lived, and driven by an immensely rapid metabolism to seek out prey and devour it, in order to secure a supply of food for its brood. They are able to reproduce asexually, making them potentially the most deadly swarming creature known to Faerun. The only thing holding them back is their environment. Born of the deepest oceanic trenches, they are unable to withstand lower pressures for extended periods of time. This makes them incredibly dense and resilient to damage, however.

Pseudonatural Crab


Race: Vermin SR: 80 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Immune to KV Heals: (none) Deals: Ac El Ne
Misc Imm: Immune to KV
Spell Imm: Immune to KV
Special Abilities:


Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.

Ruin Swarm


Race: Vermin SR: 75 TR: 80 (Unturnable)
AB: AC: Saves: F / R / W Conceal: 85% KB: (none)
Takes: Bl El Fi So Ma Heals: (none) Deals: El Fi Po
Misc Imm: Charm Confuse Critical Hits Disease Level/Abil Drain Domination Freedom Knockdown Paralysis Petrification Poison Sneak Attack
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Slag any armour, Reflex Save versus DC 62, autofail on "1": The ruin swarm eats through your armor!
Ruin Swarms have 10 melee attacks per round and AB > 127. Given that they slag robes and armors, they are high priority targets for Greater Ruin.
Weird and other mind effects also work to kill or disable it.

A ruin swarm is composed of tens of thousands of vermin acting as a single malevolent organism - swimming cloud of colossal size.

A ruin swarm appears as an amorphous, mutable cloud of darkness like billows of smoke marking a scene of destruction. A swarm emits a thunderous roar that can be heard as a rumbling drone from up to a mile away. As the swarm moves through the water, its shape constantly spirals, twists, and mutates, and sometimes even divides into two or more distinct units before rejoining again moments later.

A ruin swarm originates in areas of magical contamination or leakage, or possibly through the design of an arcane experimentalist. Once formed, a ruin swarm is for all intents and purposes a single organism of the ooze type - its individual particulates have no more bearing on its vulnerabilities or powers.

A ruin swarm possesses vestigial intelligence but speaks no languages.

See also the Aboleth Run Guide.

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