Twelve ages have come and gone. Kings and queens have risen and fallen. Archmages and archfiends have ascended and been cast down. Everything changes. Everything but aboleths. In the murky waters of history, they dwell. Better than any other creature, they understand the ebb and flow of power. They feel the currents which bring past into the future. Once the aboleths are satisfied nothing can surprise them, they will emerge from the depths, as inevitable as time itself.

If there’s one weakness aboleths have, it’s their aquatic nature. If forced to crawl on land, an aboleth moves slowly, a literal fish out of water.

Ancient Aboleth

We are but footnotes in the memory archives of aboleths.

Huge level 10 spoiler [ABERRANT]

Initiative +10

Drown in memories +15 vs MD (up to three nearby or far away enemies) – 30 damage, and roll a 1d3 once:

1: Fall of the heroes – If the target has at least one relationship with a heroic Icon, it takes 50 ongoing damage.

2: Tragedy of the undecided – If the target has at least one relationship with an ambiguous Icon, it becomes stunned.

3: Treachery of the villains – If the target has at least one relationship with a villainous Icon, it becomes confused.

The targets are flooded with visions of past Icons’ doom, with them in place of the Icons. The aboleth chooses the targets that will be most affected by the specific attack. The condition ends on an easy save if the target has one Icon relationship of the corresponding type, on a regular save if it has two, and on a hard save if it has three or more. The player can describe the scene from the ages past that their character is seeing in order to get a +5 bonus to their save roll. These scenes cannot repeat.

Slimy tentacles +15 vs PD (2 attacks against different enemies) – the target starts making last gasp saves as the aboleth slime seeps into their skin, turning it transparent. On fourth failure the target falls unconscious, and later becomes the aboleth’s slave, unable to survive long outside the water. If the target is already making last gasp saves when it is hit by this attack, it fails one immediately.

Special: aboleth can use slimy tentacles as a quick action 1/round.

Special: if using the corruption rules, a character has to risk corruption in order to make a last gasp save – they fail it automatically otherwise. An ally can still help them to try and shake it off as usual, but they risk corruption instead unless they find a way not to touch the slime as they clean it off.

Nastier specials:

Elemental mount: the aboleth is suspended in a sphere of murky water, technically a lobotomized quazi-elemental, which enables it to move over land. It gains +2 to all defenses against creatures outside the sphere. Creatures inside the sphere are engaged with the aboleth, and take a -2 penalty to last gasp saves against the aboleth slime.

AC 24

PD 20 HP 648

MD 25

Petrified Aboleth

The stone idol worshipped by the horrid creatures of the desert hides a dark secret. Trapped by a retreating sea, the aboleth within passes the time until its return submerged in memories.

Large level 4 spoiler [ABERRANT]

Initiative +4

Drown in memories +9 vs MD (one nearby or far away enemy, or three enemies when aboleth is staggered) – 8 damage, and roll a 1d3 once:

1: Fall of the heroes – If the target has at least one relationship with a heroic Icon, it takes 15 ongoing damage.

2: Tragedy of the undecided – If the target has at least one relationship with an ambiguous Icon, it becomes stunned.

3: Treachery of the villains – If the target has at least one relationship with a villainous Icon, it becomes confused.

The target is flooded with visions of a past Icon’s doom, with them in place of the Icon. The aboleth chooses the target that will be most affected by the specific attack. The condition ends on an easy save if the target has one Icon relationship of the corresponding type, on a regular save if it has two, and on a hard save if it has three or more. The player can describe the scene from the ages past that their character is seeing in order to get a +5 bonus to their save roll. These scenes cannot repeat.

Stone shell: the aboleth is encased in a protective shell of petrified slime. It is immobile and has resist non-psychic damage 13+ (non-psychic attacks that roll less than a natural 13 deal only half damage). When the aboleth becomes staggered, its shell cracks: it loses damage resistance, can move, and takes 10 ongoing damage. The ongoing damage ends only when the aboleth ends its turn submerged in water.

AC 20

PD 16 HP 150

MD 17