Aboleth sorcerer 6/savant aboleth 2/cleric 1
NE Huge Aberration (aquatic)
Darkvision 60'; Listen +22, Spot +22
Aboleth, Abyssal, Aquan, Infernal, Undercommon
24 (+9 natural, +5 armour, -2 size, +2 deflection), touch 10, flat-footed 24
166 (17 HD)
10-ft., swim 60-ft.
4 tentacles +17 (1d6+9 plus slime)
enlarged enslave (3/day, 60', DC 23, CL 16), psi-like abilities, rebuke undead 10/day (+9, 2d6+8, 1st), slime (DC 24), spells
4th (4/day) - dimension door
3rd (7/day) - displacement, tongues
2nd (8/day) - blindness/deafness
(DC 19), invisibility, mirror image
1st (8/day) - chill touch
(DC 18), comprehend languages, expeditious retreat, magic missile, shield
0 (6/day) - detect magic, ghost sound
(DC 17), mage hand, message, open/close, prestidigitation, resistance, touch of fatigue
1st - cure light wounds
x 2, protection from good
0 - guidance, mending, read magic
Domains - Death, Destruction
(manifester level 16th)
At will - hypnotic pattern
(DC 19), illusory wall
(DC 21), mirage arcana
(DC 22), persistent image
(DC 22), programmed image
(DC 23), project image
(DC 24), veil
Str 29, Dex 10, Con 22, Int 18, Wis 18, Cha 25
darkvision 60', glyph mastery, mucus cloud (DC 20), ossification +2, recrudescent memories, summon familiar
Ability Focus (enslave), Ability Focus (slime), Alertness (when familiar is within tentacle's reach), Craft Aboleth Glyph, Dream Haunting, Empower Spell, Quickslime
Bluff +24, Concentration +23, Diplomacy +7 (+9 acting), Gather Information +14, Intimidate +9, Knowledge (arcana) +21, Knowledge (history) +15, Knowledge (religion) +21, Listen +22, Spellcraft +13, Spot +22, Swim +17
Possessions amulet of health +2
(embedded in the spongy flesh of its head), bracers of armour +5
(worn on two of its tentacles), ring of protection +2
(worn on a third tentacle)
Enlarged Enslave (Su):
3 times per day, the Whisperer can attempt to enslave any one creature within 60 feet. The target must succeed on a DC 23 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 Whisperer can also attempt to enslave any creature that it successfully enslaved at any time in the past while the creature is sleeping within 8 miles. The dream haunting lasts for 1d4+1 hours, and the victim cannot voluntarily wake from it. Other creatures can wake the victim by dispelling or supressing the effect with magic, but physical means cannot end the effect before its time. Once a victim of a dream haunting awakens, he retains no memories of his actions while dominated. Nor does he gain any benefits of that night's sleep; he becomes fatigued and may not be able to prepare spells.
A creature hit by one of the Whisperer's tentacles must succeed on a DC 24 Fortitude save or begin to transform over the next 1d4+1 rounds, the skin 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 armour by 1 (minimum 0).
Mucus Cloud (Ex):
The Whisperer surrounds itself with a viscous cloud of mucus roughly 1 foot thick when underwater. Any creature coming into contact with and inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breath 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.
Glyph Mastery (Sp):
The Whisperer spends 75% the normal cost in XP or raw materials when crafting an aboleth glyph. It may also cast glyph of warding
twice per day as a spell-like ability.
The Whisperer's flesh is protected by ridges of bone that grant a +2 bonus to its natural armour.
Recrudescent Memories (Ex):
The Whiperer is in greater command of the countless memories of its victims, and gains a +2 bonus to Charisma as a result.