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Alghollthu Master

Creature 7 (uncommon) — aberration, aquatic

Pre-Remaster content. May include legacy alignment.

Aboleths form the core of alghollthu society, and while they are the "common folk" of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all othe

Source: pathfinder-bestiary (Pre-Remaster)

Perception +17
Skills athletics +16, deception +15, intimidation +15, occultism +16
Str
+5
Dex
+1
Con
+6
Int
+3
Wis
+5
Cha
+4
AC 23 Fort +15 Ref +10 Will +16
HP 135
Speed 10 feet, swim 60 feet

Offense

Melee Tentacle +16, Damage 2d8+10 bludgeoning

Abilities

Mucus Cloud (aura, disease) — 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours.
Slime (curse, occult, virulent) — Saving Throw DC 25 Fortitude Stage 1 no ill effect (1 round) Stage 2 the victim's skin softens, inflicting Drained 1 (1 round) Stage 3 the victim's skin transforms into a clear, slimy membrane, inflicting Drained 2 until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent). A Cleanse Affliction spell can counteract this curse, but immunity to disease offers no protection against it

Spells

Project Image (At Will) (rank 7)
Dominate (rank 6)
Illusory Scene (At Will) (rank 5)
Hallucinatory Terrain (At Will) (rank 4)
Veil (At Will) (rank 4)
Hypnotic Pattern (At Will) (rank 3)
Illusory Object (At Will) (rank 1)

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