Alghollthu Master
Creature 7 (uncommon) — aberration, aquatic
Pre-Remaster content. May include legacy alignment.
WeaverShadeAQUATICLANDaberration
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; darkvision
Languages aklo, alghollthu, common, sakvroth, thalassic
Skills athletics +16, deception +15, intimidation +15, Lore (any one subcategory) +14, 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 (agile, magical, reach-15, unarmed) +16, Damage 2d8+10 bludgeoning plus Slime
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
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
Occult Innate Spells DC 25, attack +17
7th Project Image (At Will)
6th Dominate (×3)
5th Illusory Scene (At Will)
4th Hallucinatory Terrain (At Will), Veil (At Will)
3rd Hypnotic Pattern (At Will)
1st Illusory Object (At Will)
WORKS WELL WITH
AnvilAQUATIC / LANDAn Anvil holds enemies within tentacle reach and Mucus Cloud range while the Weaver controls engagement pace.
CrasherAQUATIC / LANDA Crasher forces air-breathing foes into aquatic terrain where the Weaver's full underwater toolkit activates.
FlankerAQUATIC / LANDA Flanker exploits off-guard against enemies already hampered by aquatic movement penalties and the Slime disease.
PUNISHES
✖ air dependency✖ low Fortitude✖ clumping
stranded when forced onto land by party tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
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