Tuesday, 15 November 2016

Monster: Aboleth Mage

Monster: Aboleth Mage

For completeness' sake let's convert the aboleth mage, presented in Monster Manual. The aboleths are psionic creatures, but Monster Manual was released before Expanded Psionics Handbook, and I think this is why there was an "improved" monster included. This monster is based on the aboleth racial template from this post and uses Sorcery for its magical abilities. If I recall correctly, Lords of Madness mentions the aboleths use their special glyph magic, which I probably will try to represent later as an alphabet for Symbol magic.

Typical Stats – Aboleth Mage

ST:

30

HP:

37

Speed:

6

DX:

11

Will:

15

Move:

1 ground, 6/9 water

IQ:

15

Per:

10

 

 

HT:

13

FP:

18

SM:

+3

Dodge:

9

Parry:

8 (unarmed)

DR:

3* (tough skin)

    Sharp Teeth (11): thrust 1d cutting (KYOS: 2d+2 cutting), Reach C.
    Tentacle (11): thrust 3d-1 crushing (KYOS: 5d+1 crushing), Reach C-3.
    Tail (11): thrust 4d-1 crushing (KYOS: 7d crushing), Reach C-2. Can only attack rear hexes. Cannot parry.
    Slime: Before rolling to hit with a tentacle attack, the aboleth can spend 1 FP to coat it in slime. If this attack hits, then it deals 1d follow-up toxic damage with an onset of one minute, unless the victim resists with HT-3. Then every minute for ten more cycles, the damage repeats. Being moistened with cool, fresh water negates cyclic damage, and each cycle can be resisted with HT-3. The skin of the victim gradually becoming a clear, slimy membrane, and after losing 1/3 HP to this toxic damage, the victim’s natural DR with Tough Skin becomes reduced by 2, to the minimum of 0, until he heals above this threshold.
    Mucus Cloud: When underwater, the aboleth exudes a mucus cloud. Any creature in the same hex as the aboleth that breathes in the mucus must make a successful HT roll or lose the ability to breathe air and gain that ability to breathe water for 30 minutes times the margin of failure.
    Water Dependency: The aboleth’s survival depends on the mucuous membrane it creates around itself. This mucus requires water to produce, so it dries up quickly on land. The aboleth loses 1 HP per minute outside of water. To stop this damage, it must immerse itself in water for at least a minute. When it loses 1xHP due to this, it enters a state of hibernation – it remains aware of the surroundings, it can see and hear, but it loses its tactical and olfactory senses. The mucuos membrane hardens up, granting the aboleth DR 6, but also completely paralyzing it. This “long dreaming” is considered to be a fate worse than death, as the aboleth is in constant pain. It does not have to breathe, eat, or drink, and if this membrane is penetrated, it will bleed out and die quickly.
Spells: The aboleth mage is a powerful wizard with Wizardly Study 12. This allows it to improvise spells from its spellbook that cost up to 12 points or use hardcore improvisation to cast spells that cost up to 74 points.
Typical known spells, taken as alternative abilities:
Alarm 4 (16);
Daze (16);
Detect Magic (16);
Dispel Magic (16);
Lightning Bolt 2 (16);
Mage Armor 2 (Touch) (16);
Permanent Image 2 (16).



    Traits: Ambidexterity; Amphibious (Accessibility, Only skill penalties); Appearance (Hideous); Callous; Doesn’t Breathe; Double-Jointed; Enhanced Move 0.5 (Water); Extra Attack 1; Extra Legs (Four Legs; Cannot Kick; Extra-Flexible; Long 1); Extra-Flexible Long (+1 SM) Arms; Extra-Flexible Long (+1 SM) Foot Manipulators 2; Horizontal; Infravision; Injury Tolerance (No Neck); Intolerance (Land dwellers); Likes eating victims transformed by slime; Nictitating Membrane 2; No Legs (Semi-Aquatic); No Sense of Humor; Odious Racial Habit (Eats sapient beings); Plankton Strainer; Pressure Support 3; Racial Memory (Active; Immersive); Reduced Consumption 4 (Food Only); Restricted Diet (Carnivore); Sharp Teeth; Slippery 3; Social Stigma (Monster); Speak Underwater; Telepathy Talent 2; Temperature Tolerance 3 (Cold); Three Eyes; Two Hearts; Unaging; Weakness (Immersion in saline water, 1d per 30 minutes); Wizardly Study 12.
    Psionic Abilities: Mental Blow 4; Mental Surgery 2; Mind Shield 5; Suggestion 3; Telecontrol 2 (Can affect any sapient being); Telereceive 4; Telesend 5.
    Skills: Brainwashing/TL3-16; Expert Skill (Psionics)-16; Innate Attack (Beam)-16; Interrogation-16; Intimidation-16; Research/TL3-16; Thaumatology-16.
    Psionic Skills: Mental Blow-15; Mental Surgery-15; Mind Shield-15; Suggestion-15; Telecontrol-15; Telereceive-15; Telesend-15.
    Spells: College of Illusion and Creation-16; College of Lightning-16; College of Meta-Spells-16; College of Mind Control-16; College of Protection and Warning-16.
    Creature Type: Aberration.
    Notes: Size 14 hexes; Weight 6,500 lbs.

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