Mythic Aboleth, Psionic

Mythic Psionic Aboleth CR 9/MR 3

XP 6,400
LE Huge aberration (aquatic, mythic, mythos, psionic)
Init +8/-12, dual initiative; Senses darkvision 60 ft.; Perception +15
Aura mucus cloud (5 feet)


AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, –2 size)
hp 118 (9d8+78)
Fort +9, Ref +6, Will +11
DR 5/epic


Speed 10 ft., swim 60 ft.
Melee 4 tentacles +11 (1d8+5 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks mucus mist, mythic power (3/day, surge +1d6), mythic psi-like abilities
Psi-Like Abilities (ML 16th, concentration +20)

  • At will—disable (55-ft. cone, 18 HD, DC 22*), false sensory input (six targets, DC 17*), mental disruption (20-ft. radius, DC 20*), mindlink (unwilling, eleven targets, DC 15*)
  • 3/day—ego whip (4d4, DC 22*), id insinuation (seven targets, DC 22*), mind control (any three creatures, DC 22*), thought shield (power resistance 25, 13 rounds*)
  • 1/day—memory modification (DC 18), remote viewing (DC 18), wall of ectoplasm (DC 18).

*Includes augmentation for the aboleth’s manifester level.


Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 19
Base Atk +6; CMB +13; CMD 24
Feats Combat Manifestation, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +13, Intimidate +16, Knowledge (any one) +14, Perception +15, Spellcraft +14, Swim +25
Languages Aboleth, Aklo, Aquan, Undercommon
SQ slime armor


Mucus Cloud (Ex)

While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed at 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.

Mucus Mist (Ex)

When exposed to the air, a mythic aboleth can release its mucus as a fine mist. This obscures vision like obscuring mist and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the aboleth.

Slime (Ex)

A creature hit by an aboleth’s tentacle must succeed at a DC 20 Fortitude save or its 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 the transformation 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.

Slime Armor (Ex)

A mythic aboleth can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus, reduces its swim speed to 30 feet, and increases its land speed to 30 feet. The aboleth can dissolve the armor as a full-round action. Aboleths are ancient nigh-immortal creatures who have wandered the cosmos through the dreamlands, often influencing or even ruling the primordial deeps long before humanoid races rose to sentience and brought with them the attention of their gods. When younger races arose upon worlds aboleths claimed as their own, or alighted upon them during their exploration of space, aboleths began to manipulate these interlopers like puppets. Some of their kind disguised themselves to walk among their pets, veiling themselves with magic to appear as humanoids.


Environment any aquatic
Organization solitary, pair, brood (3–6), or shoal (7–19)
Treasure double

A foul mist surrounds this huge, three-eyed, tentacled fish creature, and plates of hardened slime guard its body.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

scroll to top