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Adversary overview

An ancient, cruel, tentacled horror which ruled the world in some primordial epoch where the world was not but endless dark waters.

The Journal of Monster hunter Alistair Wake has the following too say on Aboleths

“Rarely seen creatures, as they are manipulative and cunning enough to hide behind minions to do their bidding. Aquatic creatures typically living in still fresh water sources like ponds, swamps, and lakes, they carve lairs into the beds of such locations, where pesky airbreathers cannot easily infiltrate their operations.

Aboleths are telepathic creatures, able to infiltrate the mind with ease and deliver messages to its servants from across vast stretches of country side. More horrifyingly they are able to subvert the mind, giving horrible hallucinations that trick victims into doing what the aboleths wishes them too. (Do strong smells impact this like they do The Horned Thing? question to ponder, will do more research).

The mucus they secrete, which tastes overwhelmingly like a rotting corpse, seems to greatly amplify this ability, and is in fact mentally stressing in its own right. Affected victims feel the sensation of drowning, followed by their skin growing cold and clammy, while outside the water, the victim experiences continuous visions of the aboleth that infected it. Its tentacles wrapping around them, words they can’t understand being whispered in their ears, a hazy mirage of a drowned city which they once ruled. Victims seperated from the aboleth and sources of water have been known to scribble madly about their visions through both writing and art. One famous art piece The City of The Twice Drowned, was painted by such a tormented artist. [Editors Note: The section following this is scribbled over, covered in ink splotches, and in one place, blood, only the following sentence remained unscathed] perhaps the artist still sees the city in their dreams at night, I know I do.

By far the most horrifying aspect of the aboleth however, is just how old they are. A single aboleth lives over two thousand years, and an aboleth is able to transfer its memories to its offspring. A single aboleth has memories spanning back to the dawn of time, before even the Forgotten Gods crafted the world from its primordial beginnings as a vast, timeless ocean. They ruled that ocean, and each and every one of them remembers it, each and every one of them remembers exactly who took away their kingdom, and their usurpers who still refuse to acknowledge the aboleths right to rule. They remember being gods, I remember them being gods, I remember what they did to me, you never forget, even once theirs nothing left of them in you, even once you’ve drank enough whiskey to kill an elephant. You never forget, that’s the gift they give you, suppose I should be grateful, who would I be if I did forget?”

Stat block

Tier
2
Type
Leader
Difficulty
16
HP
6
Stress
4
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
12
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Tentacle
Range: Melee
Damage: 2d8+6
Attack Mod: +4
Damage Type: Physical

Features

Passives

Actions

  • Tactician
    stress 1

    When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.

  • Psychic Domination
    fear 1

    Spend a Fear to have to a force a target within Far range to make a Instinct or Presence reaction roll. Infected creature have disadvantage on the roll. On a failure, the target must move up to Close range and make an attack against one its allies of the Aboleths choice, then marks two Stress. On a success, they mark a Stress.

  • Psychic Drain
    stress 1

    The Aboleth makes an attack roll against a creature within Far range, on a success, they may mark a Stress to deal 2d10 + 8 magic damage to them, and clear Hit Points equal to the number of Hit Points the target marks from this damage.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Primordial Infection

    Whenever a creature takes physical damage from the Aboleth, they must make a Strength or Instinct reaction roll. On a failure, they become Infected until they use a downtime move to remove the infection. On a success, they mark a Stress. Whenever an infected creature makes an action roll while not submerged completely in water, they mark a Stress. Infected creatures can breath and act underwater without penalty.

Motives & tactics

Enslave Manipulate Terrify Infect

Experiences

  • Cunning +3
  • Ancient +2

Aboleth

Tier 2 leader

An ancient, cruel, tentacled horror which ruled the world in some primordial epoch where the world was not but endless dark waters.

Motives & Tactics: Enslave, Manipulate, Terrify, Infect

Difficulty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 4

ATK: +4 | Tentacle: Melee | 2d8+6 Physical

Experience: Cunning +3, Ancient +2

HP:

STRESS:

Features

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Tactician - Action: When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.
Primordial Infection - Reaction: Whenever a creature takes physical damage from the Aboleth, they must make a Strength or Instinct reaction roll. On a failure, they become Infected until they use a downtime move to remove the infection. On a success, they mark a Stress. Whenever an infected creature makes an action roll while not submerged completely in water, they mark a Stress. Infected creatures can breath and act underwater without penalty.
Psychic Domination - Action: Spend a Fear to have to a force a target within Far range to make a Instinct or Presence reaction roll. Infected creature have disadvantage on the roll. On a failure, the target must move up to Close range and make an attack against one its allies of the Aboleths choice, then marks two Stress. On a success, they mark a Stress.
Psychic Drain - Action: The Aboleth makes an attack roll against a creature within Far range, on a success, they may mark a Stress to deal 2d10 + 8 magic damage to them, and clear Hit Points equal to the number of Hit Points the target marks from this damage.

Discussion

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