Chapter One: Aberrations
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. The eldritch nature of these abominations is often caused by influence from the Far Realm upon the material plane, but sometimes it is merely radical changes in evolution or magic.
Features An aberration has the following features.
- d8 Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice (as cleric).
- Good Will saves.
- Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
- Darkvision out to 60 feet.
- Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
- To threaten an aberration with a critical hit, the attack roll must be a natural 20, regardless of the threat range of the weapon.
- Aberrations eat, and breathe.
Aboleth
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 Dex, +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, Amphibious, Darkvision 60 ft., Mucus Cloud, Skum
Saves: Fort +7, Ref +3, Will +11
Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8
Feats: Alertness, Combat Casting, Iron Will
Environment: Underdark (Moonshadow Archipeligo)
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: +6
The aboleth is a revolting fishlike amphibian found primarily in the abyssal waters of the underdark. These creatures were orginally spawned from the rotting flesh of an ancient Protogenoi of water and deceit, who's corpse lies within the deepths of the underdark. Each Aboleth is naturally spawned with all the knowledge of his ancestors and the Protogenoi, Yuthlogi.
In an attempt to revive Yuthlogi, the Aboleth have started a small society in the dark waters of the underdark, slowly gathering thralls and converting them into Skum. They hope that the sacrifice of enough thralls will be sufficient for their patrons revival.
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 Aquan.
Combat
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Amphibious (Ex): Aboleth can breathe both air and water, although they must be immersed in water at least once a day. If they do not immerse themselves at least once a day, it will enter suspended animation and become paralysed and gain DR 10/-. The Aboleth only recovers from the paralysis upon being fully immersed in water for at least 1d10 minutes. When the paralysis is removed, so is the Damage Reduction.
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.
Skum (Ex): If a Humanoid, or Monstrous Humanoid, is affected by both an Aboleth's Enslave and Slime for 1 year gains the Skum Template.
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.
Binding
Animation
Minor Taint: Is moist to the touch.
Moderate Taint: Has a fleshy texture.
Major Taint: Has several tiny tentacles which grow from it.
Minor Trait: Gains Swim Speed 40 feet.
Moderate Trait:
Hypnotic Pattern (DC 15) at-will as a Psionic Ability (Caster Level 16).
Major Trait: Gains two Tentacle attacks.
Aura
Ambient Taint: The smell of rancid grease can be faintly smelt.
Manifesting Taint: Small amounts of grey slime grip from objects in the aura.
Aura Trait:
Mirage Arcana (DC 18) at-will as a Psionic Ability (Caster Level 15).
Enchanting
Minor Taint: Is moist to the touch.
Moderate Taint: Has several tiny tentacles.
Major Taint: Echo's of the owner memories can be heard within 10 foot radius.
Armour Trait: Amphibious (As Above) on wearer. (Base DC 1)(+1)
Ring Trait: +8 Soul Bonus on Swim Checks. (Base DC 10)(8,000 gp)
Rod Trait: -
Weapon Trait: Slime (As Above) on hit. (Base DC 40)(+4)
Wondrous Trait: Helm of Telepathy* (Base DC 33)(27,000 gp)
Invocation
Minor Taint: Is moist to the touch.
Moderate Taint: Has several tiny tentacles.
Major Taint: Echo's of the creatures memories can be heard within the creatures mind.
Minor Trait: Grants Aquatic Subtype and Swim Speed (20 feet).
Moderate Trait: Gains two Tentacle attacks.
Major Trait: Can use following Psionics 3/day —
hypnotic pattern (DC 15), and
project image (DC 20). Effective caster level 16th
Athach
Size/Type: Huge Aberration
Hit Dice: 14d8+70 (133 hp)
Initiative: +1
Speed: 35 ft. in hide armor (7 squares); base speed 50 ft.
Armor Class: 20 (–2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+26
Attack: Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)
Full Attack: Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., Dwarven Slave
Saves: Fort +9, Ref +5, Will +10
Abilities: Str 26, Dex 13, Con 21, Int 6, Wis 12, Cha 6
Skills: Climb +9, Jump +18, Listen +7, Spot +7
Feats: Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)
Environment: Tulvarn Mountains
Organization: Solitary, gang (2–4), or tribe (7–12)
Challenge Rating: 8
Treasure: 1/2 coins; double goods; standard items
Alignment: Often chaotic neutral
Advancement: 15–28 HD (Huge)
Level Adjustment: +5
The athach is a hulking, misshapen biped. The Athach have moss green flesh, large ivory tusks, and a twisted arm which grows out of their chest. They were created by Genon to help the Dwarves as slaves during the second era, who used them as labourers and harvest them for poison. Most athach are fine with being controlled by the Dwarves as they still are allowed to hunt and gain free food and shelter.
Most Dwarven cities have a large section of caverns which are considered the lands of the Athach. These caverns have passages to the surface so there that there are animals they can hunt. Also the Athach land is generally large enough for small tribes to form.
An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Tulvarn, but generally only are able to understand simply words like Hunt, Food, and Protect.
Combat
Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.
Dwarven Slave (Ex): An Athach is taught from birth to do as the Dwarves command, as such Dwarves gain a +5 bonus to Bluff, Diplomacy, or Intimidate checks against them.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Binding
Animation
Minor Taint: Goes ivory in colour.
Moderate Taint: Has a texture like bone.
Major Taint: Drips a purple liquid every now and then.
Minor Trait: Gains Bite Attack.
Moderate Trait: Gains Poison (As above) (DC 22).
Major Trait: Gains +8 Soul Bonus to Strength.
Aura
Ambient Taint: Dwarves in the area hear grunts every now and then.
Manifesting Taint: Creatures born while manifesting are born with a Vestigial Arm (Cannot be used in combat or for touch attacks).
Aura Trait: Can grant a creature in the Aura Dwarven Slave (as above), Will save negates (DC 20). This ability remains on the target for 1d10 hours.
Enchanting
Minor Taint: Goes ivory in colour.
Moderate Taint: Has a texture like bone.
Major Taint: Howls once when touched by a Dwarf.
Armour Trait: +5 Soul Bonus to Natural Armor (Base DC 62)(50,000 gp)
Ring Trait: Immunity to the Poison of an Athach (Base DC 1)(1,000 gp)
Rod Trait: -
Weapon Trait: Poison (As Above) on hit. (Base DC 22)(+3)
Wondrous Trait: Belt of Giant Strength +6* (Base DC 45)(36,000 gp)
Invocation
Minor Taint: Skin goes moss green in colour.
Moderate Taint: Muscles are more pronouced.
Major Taint: Grows a vestigal arm (Cannot be used in combat or for touch attacks).
Minor Trait: Gains Bite Attack.
Moderate Trait: Gains Poison (As above) (DC 22).
Major Trait: Gains +8 Soul Bonus to Strength.
Choker
Size/Type: Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Tentacle +6 melee (1d3+3)
Full Attack: 2 tentacles +6 melee (1d3+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d3+3
Special Qualities: Darkvision 60 ft., quickness
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills: Climb +13, Hide +8, Move Silently +4
Feats: Fey Heritage, Improved Initiative
B, Lightning Reflexes
Environment: Underdark
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic neutral
Advancement: 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment: +2
These vicious little predators lurk underground, grabbing whatever prey happens by. These creatures are descendents of ancient fae of the sun which entered the underdark but lacking sunlight they swiftly deteriorated into little more than beasts.
Some cultures in the underdark use Chokers as pets, such as the Koumarn.
Its hands and feet have spiny pads that help the choker grip almost any surface. A choker's arms also lack bone, instead having cartilage. This causes them to be closer to tentacles than arms.
The creature weighs about 35 pounds. Chokers speak Undercommon in high screeching voices.
Combat
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.
Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.
Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Skills: A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Binding
Animation
Minor Taint: Goes pale in colour.
Moderate Taint: Limbs become more flexible.
Major Taint: Arms seem more lithe and longer.
Minor Trait: Gains Climb Speed 10 feet.
Moderate Trait: Gains +8 Soul Bonus to Climb Checks.
Major Trait: Gains Quickness (As Above).
Aura
Ambient Taint: -.
Manifesting Taint: Sound of scampering can be heard faintly.
Aura Trait: Can grant a creature in the Aura Quickness (as above), Will save negates (DC 10). This ability remains on the target for 1d4 hours.
Enchanting
Minor Taint: Goes pale in colour.
Moderate Taint: Object bends with little effort.
Major Taint: Absorbs sunlight.
Armour Trait: +8 Soul Bonus to Climb Checks (Base DC 8)(6,400 gp)
Ring Trait: Quickness (As above) (Base DC 10)(8,000 gp)
Rod Trait: Darkness Spell on rod (command word) Caster Level 5 (DC 22) (18,000 gp)
Weapon Trait: -
Wondrous Trait: Constrict (As above) (Base DC 18)(15,000 gp)
Invocation
Minor Taint: Goes pale in colour.
Moderate Taint: Limbs become more flexible.
Major Taint: Arms seem more lithe and longer.
Minor Trait: Gains Climb Speed 10 feet.
Moderate Trait: Gains +8 Soul Bonus to Climb Checks.
Major Trait: Gains Quickness (As Above).
Chuul
Size/Type: Large Aberration (Aquatic)
Hit Dice: 11d8+44 (93 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (2d6+5)
Full Attack: 2 claws +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+5, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., immunity to poison
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Skills: Hide +13, Listen +11, Spot +11, Swim +13
Feats: Alertness, Blind Fight,Combat Reflexes, Improved Initiative
Environment: Beaches Cyclon & Moonshadow Isles.
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 7
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually neutral.
Advancement: 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: +5
A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. They were created by a portion of the far realm tainting the minds and warping the body of a beach dwelling crustacean.
Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.
Chuuls often learn Trader's Tongue. Despite there intelligence, they are relatively simple creatures, and are content simply feeding upon travellers who pass into their territory.
Combat
A chuul prefers to wait by the shore, submerged in the water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest.
Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.
Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.
Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.
Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.
Skills: A chuul 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.
Binding
Animation
Minor Taint: Goes yellow in colour.
Moderate Taint: Surface becomes Chitin.
Major Taint: Tiny purple tendrils grow.
Minor Trait: Gains Swim Speed 10 feet.
Moderate Trait: Gains +10 Soul Bonus to Natural Armor.
Major Trait: Gains Two Claw Attacks.
Aura
Ambient Taint: Water constantly ripples in the aura.
Manifesting Taint: Sound of scampering can be heard faintly.
Aura Trait: Affects a creature in the Aura with Paralysis (as Paralytic Tentacles), Fort save negates (DC 19).
Enchanting
Minor Taint: Smells like salt water.
Moderate Taint: Drips salt water every now and then.
Major Taint: Surface becomes like chitin.
Armour Trait: Amphibious (As above) (DC 1) (+1)
Ring Trait: Immunity to Poison (DC 25) (20,000 gp)
Rod Trait: -
Weapon Trait: Paralyse on hit, lasts 1d4 rounds. Fort negates (DC 10) (Base DC 15)(+2)
Wondrous Trait: Apparatus of the Crab* (DC 112) (90,000 gp)
Invocation
Minor Taint: Goes yellow in colour.
Moderate Taint: Surface becomes Chitin.
Major Taint: Tiny purple tendrils grow.
Minor Trait: Gains Swim Speed 20 feet.
Moderate Trait: Gains Two Claw Attacks..
Major Trait: Gains Improved Grab (As Above).
Delver
Ettercap
Gibbering Mouther
Grick
Koumarn (Mindflayer)
Mimic
Otyugh
Ouroboros
Colossal Aberration
Hit Dice: 40d8+440 (620 hp)
Initiative: +16
Speed: 40 ft. (8 squares), Swim 30 ft., Burrow 30 ft.
Armor Class: 40 (-8 Size, +8 Dex, +30 Deflection), touch 40, flat-footed 32
Base Attack/Grapple: +30/+60
Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Full Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Space/Reach: 30 ft./20 ft.
Special Attacks: Soul Bite, Aberrant Power, Ghost Touch
Special Qualities: Dark Vision 60', SR 39, DR 10/Epic, Immunities, Soul Vision, Fast Healing 20, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic)
Saves: Fort +24, Ref +25, Will +29
Abilities: Str 38, Dex 27, Con 32, Int 4, Wis 24, Cha 30
Skills: Balance +14, Climb +20, Hide +0, Listen +13, Move Silently +14, Spot +13, Swim +20
Feats: Blinding Speed, Cleave, Devastating Critical (Bite), Epic Reflexes, Great Cleave, Improved Critical (Bite), Improved initiative, Improved Snatch, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Superior Initiative, Weapon Focus (Bite)
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD (Colossal)
Level Adjustment: ---
The Ouroboros, as it is called, is one of the most rare and unusual sights upon the Material Plane. There have only been two sightings in history, during each of which this beast had slaughtered thousands.
It appears as a colossal serpent with glistening metallic green flesh. It is believed amongst the learned arcanists that the Ouroboros have some connection to essence as they are eternally linked to the soul of a single mortal.
How is unknown except by two mortals. This bond is formed because of a shattering of a beings soul into tiny shards. This disconnection to the other souls causes the shard to try to regain connection, through violet means and the death of its "host". Why the other shards do not gain this same power is not well understood, and powerful, perhaps even divine, magic is assumed responsible.
Combat
Ouroboros are beasts in mindset and as such don't use tactics. They destroy without thought, seeking their target.
Though they will stop this rampage if their goal is realized, and they slay the mortal they are bound to.
Aberrant Power (Sp): The Ouroboros may use the following spells as Spell-Like Abilities:
3/day: Aura of Terror, Mass Inflict Moderate Wounds, Spiritwall
1/Day: Greater Consumptive Field, Mass Inflict Critical Wounds, Retributive Enervation
Ghost Touch (Ex): The Ouroboros can affect Incorporeal beings as though they were solid.
Immunities (Ex): Ouroboros are immune to death effects, energy drain and other negative energy effects, effects that trap the soul (Binding, Magic Jar, Trap the Soul, etc), poison, sleep effects, paralysis, stunning, disease, ability damage or drain, non lethal damage, fatigue and exhaustion effects, and may not be Raised or Resurrected.
Soul Bite (Su): The bite of an Ouroboros does 2d6 Charisma Drain. In addition if the attacked creature survives it gains the Shredded Soul template, those who don't survive cannot
Soul Vision (Su): The Ourorboros permanently has the benefits of a Death Watch spell on it's person. It may sense Living beings or incorporeal Undead with an Intelligence Score, and they gain no benefit from Concealment. It automatically knows the mortal it is bound too if it sees him/her.
Rust Monster