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Aboleth, Veiled Master

Aboleth, Veiled Master CR 14

This monstrosity has six eyes and six long tentacles—four that end in glowing spheres, and two with what look like hands.

XP 38,400
LE Large aberration (aquatic, shapechanger)
Init +4; Senses darkvision 120 ft.; Perception +18
Aura mucus cloud (30 ft., DC 22)


EAC 27; KAC 28
Fort +12, Ref +12, Will +19
Immunities electricity, mind-affecting effects; Resistances cold 20; SR 25


Speed 10 ft., swim 80 ft.
Melee bite +21 (6d6+14 P plus consume memory and slime)
Multiattack bite +15 (4d6+14 P plus consume memory and slime), 2 tentacles +15 (3d6+14 E plus slime; critical Stunned”>stunned [DC 22])
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Offensive Abilities dominate anything
Spell-Like Abilities (CL 14th; ranged +23)

At willmind thrust (3rd-level, DC 22), suggestion (DC 2)
3/daydominate person (DC 24), holographic image (4th-level, DC 24)
1/daygreater synaptic pulse (DC 23), holographic image (6th-level, DC 25), mass suggestion (DC 24)


Str +0, Dex +4, Con +0, Int +9, Wis +0, Cha +6
Skills Bluff +25, Disguise +25, Life Science +30, Mysticism +25, Sense Motive +30
Languages Aboleth, Aklo, Aquan, Undercommon, one more; telepathy 300 ft.
Other Abilities change shape (any Small or Medium form)


Change Shape (Su)

A creature with this special quality has the ability to assume the appearance of one or more types of creatures but retains most of its own physical qualities. The types of creatures it can transform into are listed in parentheses. Unless otherwise stated the creature can remain in an alternate form indefinitely. The change shape ability does not allow the shape changer to assume the appearance of a specific individual: although many of the fine details can be controlled, the shape changer is unable to copy a specific person’s appearance.

While transformed, the shape changer appears exactly like a creature of the type it has assumed, gaining a +10 bonus on Disguise skill checks. The shape changer gains any natural attacks its new form possesses. It uses its own attack bonus for these attacks but deals damage as the creature it is transformed into. The shape changer gains all extraordinary abilities inherent to its new form. At the GM’s discretion, the shape changer may also gain some supernatural abilities of its new form.

The shapechanger gains any modes of movement its new form possesses (such as burrow, fly, and swim speeds), at the same speed as the creature it transforms into. If this causes the shape changer to gain a burrow or swim speed, it gains the ability to breathe while burrowing or swimming. If the shape changer assumes the form of a creature that is a different size than its normal form, its space and reach are adjusted to suit its new size.

While transformed, a shape changer loses all extraordinary and supernatural abilities that depend on its original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types inherent to its original form.

Consume Memory (Su)

When a veiled master bites a creature, it consumes some of that creature’s memories. The creature bitten must succeed at a DC 22 Will save or gain one negative level. Each time it inflicts a negative level in this way, the veiled master gains one piece of information from the creature’s mind, as though with the spell mind probe. The bitten creature may still attempt a Bluff check to resist this effect but takes a –4 penalty on this check.

This is a mind-affecting effect. A veiled master can suppress this ability as a free action.

Dominate Anything (Su)

Once per day, when using its dominate person spell-like ability, a veiled master can target any creature with the spell, regardless of creature type. It must still succeed at a ranged attack against the target’s EAC, and the target is still entitled to a Will save to resist the effect, as normal. Creatures that are immune to compulsions or mind-affecting effects are still unaffected.

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 22 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.

Slime (Ex)

A creature hit by any of the veiled master’s natural attacks must succeed on a DC 22 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 for 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.


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

Aboleths are ancient nigh-immortal creatures who have wandered the cosmos through the dreamlands, often influencing or even ruling the primordial deeps long before humanoid races rose to sentience and brought with them the attention of their gods. When younger races arose upon worlds aboleths claimed as their own, or alighted upon them during their exploration of space, aboleths began to manipulate these interlopers like puppets. Some of their kind disguised themselves to walk among their pets, veiling themselves with magic to appear as humanoids. These were the veiled masters—if one were to foolishly attempt to impose human hierarchies upon this alien race, veiled masters would be considered the nobility among their aboleth kin. In truth, while aboleths do treat veiled masters with utmost respect and defer to their decisions, they are not regarded as the rulers of the race. Stranger and still more dangerous entities rule over veiled masters from the deepest trenches below the sea.

While all aboleths are skilled at domination and illusion, veiled masters are the true experts of the arcane. Veiled masters engineered their grandest deceptions and manipulations, their subtle coaxings often encouraging a rise to glory with veiled masters walking among the populace, whispering into their leaders’ ears. The people knew the veiled masters as scholars and arcanists, with murmurs that their mysterious cabal was more than human, but veiled masters destroyed the bodies and minds of those who proved too curious. Whenever their proteges showed hubris—believing that they were greater than their patrons—these manipulators brought punishment upon them. Should they fail to fall into line, the veiled masters unleashed their eldritch powers and rituals to invoke world-ending cataclysms while they retreated to the depths of the sea to live on, watching and waiting until the opportunity arose to walk among a new race once more and teach new lessons in secrets with too high a price.

The average veiled master measures 14 feet in length and weighs 1,500 pounds.

Section 15: Copyright Notice
