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Mythic Aboleth

Mythic Aboleth CR 9/MR 3

XP 6,400
LE Huge aberration (aquatic, mythic)
Init +8M; Senses darkvision 60 ft.; Perception +15; Aura mucus cloud (5 feet)

DEFENSE

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

OFFENSE

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)

Spell-Like Abilities (CL 16th; concentration +20)

At willhypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20)
3/daydominate monster (DC 23)

STATISTICS

Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 19
Base Atk +6; CMB +13; CMD 24
Feats Combat Casting, Improved Initiative (Mythic), Iron Will (Mythic), 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

SPECIAL ABILITIES

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 armor-like 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.

ECOLOGY

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

A mythic aboleth has exceptional magic, usually gained by staying alive long enough to see some of its dark experiments through to fruition. Brooding and brilliant, it seeks to conquer the dry lands.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.