ABOLETH MAGE, 10TH-LEVEL WIZARD


Huge Aberration (Aquatic)
Hit Dice: 8d8+56 plus 10d4+70 (187 hp)
Initiative: +7
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-footed 15
Base Attack/Grapple: +11/+28
Attack: +18 (unknown)
Full Attack: 4 s +18 ()
Space/Reach: 15 ft./10 ft.
Special Attacks: enslave, psionics, slime, spells
Special Qualities: darkvision 60 ft., aquatic subtype, mucus cloud, summon familiar
Saves: Fort +14, Ref +10, Will +16
Abilities: Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14
Skills: Bluff +13, Concentration +25, Decipher Script +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3, Swim +8
Feats: Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus, Spell Focus, Spell Penetration
Environment: Underground
Organization: or solitary
Challenge Rating: 17
Treasure: double standard
Alignment: usually lawful evil
Advancement: By character class
Level Adjustment: -

Among the watery tombs and dungeons they inhabit, the lords of the aboleths focus their efforts to achieve dominion through their study of wizardry. Their great power marks them as among the lords of all subterranean creatures. Still, these creatures, devoted to their arcane scholarship, spend most of their long lives alone.

Combat

The save DC for the aboleth mage's transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The savec DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th. The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force, to protect itself while seizing control of its foes with spells and innate abilities.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.