Aboleth, Veiled Master (CR 17/MR 7)

This monstrosity has a six-eyed face and six long tentacles–four ending in glowing spheres and two in what look like hands.

Mythic Veiled Master (CR 17/MR 7)
XP 102,400
LE Large aberration (aquatic, mythic, mythos, shapechanger)
Init +17MF; Senses darkvision 120 ft., true seeingMA; Perception +23
Aura mucus cloud (30 ft.) or mucus mistMA (30 ft.)

Defense

AC 37, touch 15, flat-footed 31 (+4 armor, +6 Dex, +18 natural, –1 size)
hp 272 (16d8+200); fast healing 10
Fort +14, Ref +13, Will +14
Defensive Abilities mirror dodgeMA; DR 10/epic; Immune electricity, mind-affecting effects; Resist cold 20; SR 32

Offense

Speed 10 ft., swim 80 ft.
Melee bite +17 (2d6+6 plus consume memoryMA and slime), 2 claws +17 (1d6+6 plus consume memoryMA and slime), 4 tentacles +12 touch (4d6+3 electricity plus thoughtlanceMA)
Space 10 ft.; Reach 10 ft. (20 ft. with claws and tentacles)
Special Attacks delayed suggestion, mythic magicMA, mythic power (7/day, surge +1d10)

Spell-Like Abilities (CL 20th; concentration +28)
Constant—mage armor
At will—detect thoughts (DC 20), dominate person (DC 23), hypnotic pattern (DC 22), illusory wall (DC 24), mirage arcana (DC 25), persistent image (DC 25), programmed image (DC 26), project image (DC 27), veil (DC 26)
3/day—dominate monster (DC 27), quickened dominate person (DC 23), geas/quest (DC 24), mass suggestion (DC 24)

Sorcerer Spells KnownMA (CL 16th; concentration +24)
8th (4)—symbol of insanity (DC 27)
7th (6)—greater teleport, symbol of stunning (DC 26)
6th (7)—mislead (DC 27), symbol of fear (DC 25), symbol of persuasion (DC 25)
5th (7)—overland flight, symbol of pain (DC 24), symbol of scrying (DC 24), symbol of striking (DC 26)
4th (8)—dimension door, greater invisibility, phantasmal killer (DC 24), symbol of slowingUM (DC 23)
3rd (8)—clairaudience/clairvoyance, explosive runes (DC 22), hold person (DC 21), secret page
2nd (8)—blindness/deafness (DC 20), levitate, mirror image, symbol of mirroringUM (DC 23), touch of idiocy
1st (8)—charm person (DC 19), comprehend languages, erase (DC 19), ray of enfeeblement (DC 19), silent image (DC 21)
0 (at will)—arcane mark, dancing lights, daze (DC 18), detect magic, ghost sound (DC 20), mage hand, message, read magic, touch of fatigue

Statistics

Str 22, Dex 22, Con 29, Int 21, Wis 19, Cha 26
Base Atk +12; CMB +19; CMD 35 (can’t be tripped)
Feats Arcane StrikeMF, Combat Casting, Eschew MaterialsB, Extend Spell, Fabulous FigmentsMF, Improved InitiativeMF, Lightning Reflexes, Quicken Spell, Quicken Spell-Like Ability (dominate person), Spell Focus (illusion)MF
Skills Knowledge (arcana, history, nature) +21, Perception +23, Sense Motive +20, Spellcraft +24, Stealth +21, Swim +33, Use Magic Device +24
Languages Aboleth, Aklo, Aquan, Azlanti, Undercommon; telepathy 300 ft.
SQ change shape (any Small or Medium form; greater polymorph), runemastery, swift transformation, tangible illusionMA

Ecology

Environment any water
Organization solitary or shoal (1 mythic veiled master and 2–8 aboleths)
Treasure triple

Special Abilities

Consume Memory (Su) When a mythic veiled master bites or claws a creature, it absorbs some of that creature’s memories. The creature must succeed at a DC 26 Fortitude save or gain one negative level for each successful attack. If a mythic veiled master spends one use of its mythic power as a free action when biting a creature, the creature gains 1d4+1 negative levels if it fails its saving throw, or one negative level if it succeeds. A mythic veiled master heals 5 points of damage each time it grants a negative level in this way, and also learns some of the target creature’s memories (subject to the GM’s discretion). Healing in excess of the mythic veiled master’s total hit points becomes temporary hit points that stack to a maximum amount equal to the mythic veiled master’s mythic bonus hit points (56 for most mythic veiled masters). This is a mind-affecting effect. A mythic veiled master can suppress this ability as a free action. The save DC is Charisma-based.

Delayed Suggestion (Sp) Whenever a veiled master successfully uses dominate person or dominate monster on a creature, it can also implant a delayed suggestion that triggers when the dominate effect ends. Typically, this suggestion (which functions as a spell-like ability, CL 20th, Will DC 21 negates) is for the previously dominated creature to seek out the veiled master again and submit to a new domination attempt, but sometimes, a veiled master implants other suggestions (such as a suggestion to attack the first person it sees).

Mucus Cloud (Ex) While underwater, a veiled master exudes a cloud of transparent slime in a 30-foot-radius spread. All creatures in this area must succeed at a DC 27 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 24 hours. Renewed contact with this mucus cloud and failing another save extends the effect for another 24 hours. The save DC is Constitution-based.

Mucus Mist (Ex) When exposed to the air, a mythic veiled master can release its mucus as a fine mist which has the same properties as its mucus cloud. The mythic veiled master can see through this mist as if it was perfectly clear, but for other creatures the mist obscures vision like obscuring mist. Creatures that breathe water are able to breathe normally while within the mist. The mist moves with the mythic veiled master. By spending one use of its mythic power, a mythic veiled master can activate this ability even when it has used its change shape ability to adopt a different form.

Runemastery (Ex) A veiled master is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, or any spell with the word “symbol” in its name. It never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A veiled master’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2.

Slime (Ex) A creature hit by any of a veiled master’s bite or claw attacks must succeed at a DC 27 Fortitude save or have its skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as the condition persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.

Spells A mythic veiled master can cast spells as a 16th-level sorcerer.

Swift Transformation (Su) A veiled master can use its change shape ability as a swift action.

Tangible Illusion (Su) A mythic veiled master can temporarily transform an illusory object into a real one. As a full-round action, a mythic veiled master can expend one use of its mythic power to temporarily transform a single object created by an illusion spell it casts or spell-like ability it uses into a physical, nonmagical version of that object. The object lasts for 10 minutes per mythic rank, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. The mythic veiled master must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if a mythic veiled master created an illusory stone door, it could transform it into an actual nonmagical stone door.

Thoughtlance (Su) Four of a veiled master’s tentacles end in glowing spheres of light. These spheres deal 4d6 points of electricity damage on a touch attack, and also blast a creature’s mind with waves of mental energy—a creature touched by one of these tentacles (regardless of whether the touch deals electricity damage) must succeed at a DC 26 Will save or be stunned for 1 round, and then staggered for 1d4 rounds. Nonmythic creatures that succeed on the saving throw are staggered for 1 round. Additional touches increase durations by 1 round. While a creature is staggered in this manner, it must make concentration checks to cast spells as if it were experiencing extremely violent motion while casting (DC = 20 + spell level). The save DC is Charisma-based.

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