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A revolting fishlike amphibian found primarily in subterranean lakes and rivers. It despises all nonaquatic creatures and attempts to destroy them on sight. An aboleth has a pink belly. Four pulsating blueblack 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 speak their own language, as well as Undercommon and Aquan.

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Complete Psionics Handbook, Monstrous Compendium Volume 2, 1E Monster Manual 2, Dragon#125 (Ecology of...), Monstrous Manual

See Also
Aboleth Greater; Aboleth Noble, Aboleth Ruler, Skum

Size/Type Huge aberration (Aquatic)
Hit Dice 8d8+40 (76 hp)
Initiative +1
Speed 10 ft. (2 squares), Swim 60 ft.
Armor Class 16 (-2 size, +1 Dexterity, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple +6/+22
Attack Tentacle +12 melee (1d6+8 plus slime)
Full Attack 4 tentacles +12 melee (1d6+8 plus slime)
Space/Reach 15 ft./10 ft.
Special Attacks Enslave, psionics, slime
Special Qualities Aquatic subtype, Darkvision 60 ft., mucus cloud
Saves Fort +7, Ref +3, Will +11
Abilities Strength 26, Dexterity 12, Constitution 20, Intelligence 15, Wisdom 17, Charisma 17
Skills Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 Bluff +13
Feats Alertness, Combat Casting, Iron Will
Environment Underground
Organization Solitary, brood (2-4),or slaver brood (1d3+1 plus 7-12 skum)
Challenge Rating 7
Treasure Double standard
Alignment Usually lawful evil
Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment


An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Psionics (Sp): 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). Effective caster level 16th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

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.

Aboleth Mage


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 save 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.

Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level)

0—daze, detect magic (2), resistance;

1st—alarm, charm person, color spray, mage armor, magic missile (2);

2nd—blur, bull’s strength, darkness, fox’s cunning, see invisibilty;

3rd—dispel magic, displacement, fly, lightning bolt;

4th—greater invisibility, phantasmal killer, scrying, stoneskin;

5th—hold monster, empowered lightning bolt, wall of force


Originally posted by Eric Cagle

Evandar_TAybara of the Wizards Community forums.

On this Thread

Characters with ranks in Knowledge (Dungeoneering) or Knowledge (psionics) can learn more about aboleths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Those who recognize the creatures' ancestry can also use Knowledge (Arcana) to learn more.

Knowledge (Dungeoneering) or Knowledge (Psionics)
DC Result
17 This creature is an aboleth, an intelligent, aquatic aberration. This result reveals all aberration traits.


An aboleth's attacks can cause a terrible affliction where the victim's skin becomes a clear, slimey 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.


Aboleths have a array of psionic 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

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