Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
Occult Innate Spells
DC 25; 7th project image (at will), veil (at will); 6th dominate (x3), illusory scene (at will); 5th illusory object (at will); 4th hallucinatory terrain (at will); 3rd hypnotic pattern (at will)
Ability
Slime
(curse, occult, virulent) Saving Throw Fortitude DC 25; 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 remove disease spell can counteract this curse, but immunity to disease offers no protection against it.
Offense
Melee
Circumstance: combat round (melee)
tentacle +16 [+12/+8] (agile, magical, reach 15 feet), Damage 2d8+10 bludgeoning plus slime
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Language
Aklo
Alghollthu
Aquan
Common
Undercommon
Perception
darkvision