Noble Aboleth: Psionic Architects of Abyssal Domination
Eldritch engineers of the lightless deep, their dexterous tentacles birthing biomechanical horrors from the agonized genius of mind-shattered thralls.
Beneath forgotten oceans and subterranean abysses, the noble aboleth reigns as the preeminent intellect of its kind—an aberrant savant whose scientific machinations propel the aboleth empire toward cosmic reconquest, blending psionic mastery with grotesque ingenuity to subjugate and innovate without mercy.
Appearance
Towering 25 to 35 feet in slick, iridescent length and weighing over 8,000 pounds, the noble aboleth resembles an elongated, pulsating eel with a grotesquely enlarged cranium bulging with psionic lobes; its pallid, mucus-sheathed hide shimmers with bioluminescent veins, four stalked eyes gleam with cold calculation above a lamprey-like maw of rasping teeth, and its four undulating tentacles split in purpose—two whip-thin for lashing prey, the others terminating in clusters of three prehensile, finger-like digits ideal for intricate dissection and arcane assembly—evoking a visceral fusion of primordial horror and forbidden intellect.
Behaviour
Meticulous and aloof, noble aboleths sequester themselves in labyrinthine laboratories, methodically experimenting on enslaved specimens while coordinating via telepathic edicts with lesser kin; they exhibit a haughty disdain for arcane magic—prioritizing empirical psionics and bio-engineered constructs—and rarely venture forth, instead dispatching thralls or automated sentinels, their demeanor a chilling blend of detached curiosity and tyrannical oversight.
Habitat
Noble aboleths dwell exclusively within colossal, slime-veiled citadels submerged in the crushing pressures of abyssal trenches, vast underground seas, or flooded primordial ruins deep within the Underdark—territories spanning miles of pressurized gloom, fortified by mutagenic barriers and patrolled by engineered guardians, far beyond the reach of surface intruders.
Modus Operandi
These aberrations ensnare victims with enshrouding mucus clouds that warp flesh to aquatic subservience, dominate minds through overwhelming psionic assaults to extract knowledge, and deploy surgically precise tentacle strikes or experimental weaponry—such as neural disruptors and slave-born chimeras—favoring prolonged vivisections over brute force to harvest data and prototypes, always targeting spellcasters first to neutralize mystical threats.
Motivation
Driven by an ancestral imperative to eclipse the gods who toppled their primordial dominion, noble aboleths obsessively pursue scientific apotheosis—breeding optimized thrall castes, reverse-engineering far-realm artifacts, and plotting multiversal incursions to forge an unassailable aboleth hegemony through relentless innovation and total subjugation.
Noble Aboleth 5e 2024
Noble Aboleth, Pathfinder
Noble Aboleth 3,5
Noble Aboleth
Eldritch savants of the lightless depths, their intellect-fattened crania and dexterous tentacles forging biomechanical atrocities from the vivisected genius of enthralled minds.
Huge aberration, lawful evil
Armor Class 19 (natural armor)
Hit Points 325 (22d12 + 176)
Speed 10 ft., swim 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 18 (+4) | 22 (+6) | 26 (+8) | 18 (+4) | 24 (+7) |
Saving Throws Str +11, Dex +9, Con +11, Int +13, Wis +9, Cha +12
Skills Arcana +13, History +13, Insight +9, Investigation +13, Nature +13, Perception +9
Damage Resistances cold, lightning, psychic
Senses blindsight 240 ft., passive Perception 19
Languages Deep Speech; telepathy 1 mile
Challenge 15 (13,000 XP, or 15,600 in lair; PB +5)
Traits
Amphibious. The noble aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the noble aboleth gains a new body in 3d10 days, reviving with all its hit points in the Far Realm or another location chosen by the DM.
Legendary Resistance (4/Day, or 5/Day in Lair). If the noble aboleth fails a saving throw, it can choose to succeed instead.
Mucus Cloud. While the noble aboleth is underwater, it is surrounded by transformative mucus. Constitution saving throw: DC 20, each creature in a 10-foot emanation originating from the noble aboleth at the end of the noble aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe only water, and it can’t regain hit points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 11 (2d10) acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed.
Probing Telepathy. If a creature the noble aboleth can see communicates telepathically with it, the noble aboleth learns the creature’s greatest desires and fears.
Psionic Savant. The noble aboleth’s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, mage hand, message
5/day each: dominate beast, dominate person, hold monster
3/day: feeblemind
1/day: psychic scream
Actions
Multiattack. The noble aboleth makes three manipulator tentacle attacks. Alternatively, it makes two manipulator tentacle attacks and uses Consume Memories, Dominate Mind, or Psionic Experiment if available.
Manipulator Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (3d8 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) by one of the noble aboleth’s four tentacles. A manipulator tentacle has advantage on ability checks to manipulate objects or perform fine work.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 24 (4d10 + 6) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be pushed 20 feet away from the noble aboleth.
Consume Memories. Intelligence saving throw: DC 20, one creature within 60 feet that is charmed or grappled by the noble aboleth. Failure: 30 (7d8) psychic damage. Success: Half damage. Failure or Success: The noble aboleth regains 15 (3d10) hit points and gains the target’s memories. If the target is a humanoid and is reduced to 0 hit points by this action, the noble aboleth gains proficiency in two skills of its choice the target was proficient in for 1 hour.
Dominate Mind (3/Day). Wisdom saving throw: DC 20, one creature the noble aboleth can see within 60 feet. Failure: The target is charmed by the noble aboleth until the noble aboleth dies or is on a different plane of existence from the target. While charmed in this way, the target is under the noble aboleth’s control while within 120 feet of it, and the noble aboleth and target can communicate telepathically over any distance. The target repeats the saving throw whenever it takes damage or after every 24 hours it spends at least 1 mile away from the noble aboleth, ending the effect on itself on a success.
Psionic Experiment (Recharge 5–6). Each creature in a 60-foot cone must make a DC 20 Intelligence saving throw. Failure: 50 (12d8) psychic damage, and the target is afflicted by a random lingering effect (roll a d4): (1) poisoned for 1 minute, (2) speed halved for 1 minute, (3) stunned until the end of its next turn, or (4) mutated (as per DMG p. 258, lasting 1 hour). Success: Half damage and no additional effect.
Legendary Actions
Legendary Action Uses: 3 (4 in lair). Immediately after another creature’s turn, the noble aboleth can expend a use to take one of the following actions. The noble aboleth regains all expended uses at the start of each of its turns.
Lash. The noble aboleth makes one manipulator tentacle attack or tail attack.
Psychic Drain. If the noble aboleth has at least one creature charmed or grappled, it uses Consume Memories and regains 15 (3d10) hit points.
Command Thrall (Costs 2 Actions). One creature charmed by the noble aboleth makes one attack against a creature other than the noble aboleth that the noble aboleth can see.
Deploy Sentinel (Costs 2 Actions). A bioengineered thrall (use merrow stats, CR 2) appears in an unoccupied space within 60 feet of the noble aboleth. The thrall acts immediately after the noble aboleth’s next turn and obeys its telepathic commands; it acts on the thrall’s subsequent turns and remains until destroyed.
Lair Actions
On initiative count 20 (losing initiative ties), the noble aboleth can take a lair action to cause one of the following effects. The noble aboleth can’t use the same effect two rounds in a row:
- Pools of mutagenic slime form in 4d6 10-foot-radius circles within the lair. A creature entering the area or starting its turn there must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion and a random mutation (as per Psionic Experiment).
- A wave of psionic energy surges through the lair. Each non-aberration creature within 120 feet must succeed on a DC 20 Wisdom saving throw or be stunned until the end of its next turn.
- Up to three thralls under the noble aboleth’s control rise from stasis pools and act immediately after the noble aboleth’s next turn.
Habitat Abyssal ocean, Underdark sea
Treasure Far Realm artifacts, psionic amplifiers (wondrous items), biotech relics
Tactics
The noble aboleth is a calculating overlord, never engaging without exploiting its lair’s defenses and thrall legions first—commanding merrows, chuuls, and experimental chimeras to screen intruders while it dominates high-value targets like spellcasters from afar. It prioritizes grappling and vivisecting arcanists with manipulator tentacles to harvest forbidden knowledge, using Psionic Experiment to debilitate groups and Consume Memories to sustain itself mid-battle. If pressed, it retreats into mucus-shrouded vents to regenerate, unleashing lair actions to mutate foes into unwitting servants, adapting by deploying sentinels against melee threats and psychic blasts against resilient warriors, always aiming for total subjugation over swift kills.
Noble Aboleth CR 16
XP 76,800
LE Huge aberration (aquatic)
Towering savants of submerged tyranny, their swollen crania and fingered tentacles weave biomechanical nightmares from the flayed intellects of countless thralls.
Role
- Aberrant Arch-Engineer: Oversees the fabrication of slave-born horrors and psionic weaponry to fuel aboleth reconquest.
- Psionic Overlord: Commands lesser kin and enthralled legions from fortified abyssal labs, dissecting intruders for forbidden lore.
- Cosmic Schemer: Plots the downfall of surface empires through viral mutations and multiversal incursions.
Lore
- Ancient caste elevated by eons of selective breeding, noble aboleths embody the pinnacle of alghollthu scientific supremacy, scorning divine magic for empirical domination.
- From lightless citadels in abyssal trenches or Underdark seas, they harvest surface minds to reverse-engineer lost Far Realm technologies, birthing chimeric armies.
- Their “nobility” stems from Dragon-era hierarchies, where they rank as innovators above common slavers but below rulers, eternally driven to reclaim pre-godhood glory.
Init +3; Senses blindsight 240 ft., darkvision 120 ft.; Perception +32
Aura mucus cloud (20 ft.)
Defense
AC 32, touch 11, flat-footed 29 (+3 Dex, +23 natural, –2 size)
hp 352 (25d8 + 225)
Fort +21, Ref +14, Will +24
DR 15/epic; Immune disease, mind-affecting effects, poison; Resist acid 30, cold 30, electricity 30; SR 29
Offense
Speed 10 ft., swim 80 ft.
Melee 4 manipulator tentacles +26 (2d6+12/19–20 plus grab), tail slap +26 (3d6+12)
Space 15 ft.; Reach 20 ft.
Special Attacks consume memories (DC 29), dominate mind (DC 30), psionic experiment (DC 29)
Spell-Like Abilities (CL 24th; concentration +32)
- At will—detect thoughts (DC 25), dimension door, mage hand, major creation, message, mind probe (DC 27), modify memory (DC 27), telekinesis (DC 27)
- 3/day—dominate monster (DC 30), feeblemind (DC 29), hold monster (DC 29), psychic crush I (DC 29)
- 1/day—gate, mass hold monster (DC 31), weird (DC 33)
Statistics
Str 30, Dex 16, Con 26, Int 28, Wis 22, Cha 26
Base Atk +18; CMB +32 (+36 grapple); CMD 45 (can’t be tripped)
Feats Alertness, Combat Casting, Critical Focus, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (dominate monster), Skill Focus (Knowledge [arcana], Knowledge [planes]), Spell Penetration, Greater Spell Penetration, Weapon Focus (tentacle)
Skills Appraise +37, Craft (alchemy) +37, Craft (constructs) +37, Disable Device +34, Knowledge (arcana) +37, Knowledge (dungeoneering) +37, Knowledge (engineering) +37, Knowledge (history) +37, Knowledge (nature) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +32, Sense Motive +31, Spellcraft +37, Stealth +23, Swim +45; Racial Modifiers +8 Swim
Languages Aboleth, Aklo, Aquan, Common, Draconic, Undercommon; telepathy 2 miles
SQ amphibious, eldritch restoration, manipulative tentacles, probing telepathy
Ecology
Environment any deep aquatic or underground aquatic
Organization solitary, pair, laboratory consortium (1 noble aboleth + 1d4 aboleths + 2d6 thralls + 1d4 constructs or chimeras)
Treasure triple (psionic amplifiers, alchemical reagents, Far Realm artifacts)
Special Abilities
- Consume Memories (Su) As a standard action, the noble aboleth targets one charmed, grappled, or helpless creature within 30 feet. The target takes 10d6 psychic damage (Fortitude DC 29 half). The noble aboleth regains hit points equal to half the damage dealt, and it gains fragmented access to the target’s memories, granting proficiency in two skills of its choice that the target possesses for 24 hours. The save DC is Charisma-based.
- Dominate Mind (Sp) This functions as dominate monster (CL 24th, Will DC 30 negates), but the duration is permanent until the noble aboleth dies or the target succeeds at a new save after taking 50+ damage or traveling 1 mile away. Charmed targets obey suicidal commands. The save DC is Charisma-based.
- Eldritch Restoration (Su) If slain, the noble aboleth’s body dissolves into slime after 1d4 rounds. It reforms in a new body after 4d10 days in its lair or a chosen aquatic site, at full hit points.
- Manipulative Tentacles (Ex) The noble aboleth’s tentacles end in finger-like clusters, granting a +20 racial bonus on Craft, Disable Device, and Sleight of Hand checks. Grappled targets take a –4 penalty on escape attempts.
- Mucus Cloud (Ex) In water, the noble aboleth is surrounded by a transformative slime aura (20 ft. radius). Creatures ending their turn adjacent must succeed at Fortitude DC 29 or be cursed: they lose the ability to breathe air (gain water breathing), take 6d6 acid damage every 10 minutes out of water (Fortitude DC 29 half), and can’t regain hit points except underwater. Remove curse (CL 25th) ends it. The save DC is Constitution-based.
- Probing Telepathy (Su) A creature that communicates telepathically with the noble aboleth (or vice versa) reveals its greatest desires and fears to it.
- Psionic Experiment (Su) As a standard action, the noble aboleth unleashes a 60-ft. cone of warping psionic energy. Creatures in the area take 15d6 psychic damage (Reflex DC 29 half) and roll on the table below for a lingering mutation (1d4):
| d4 | Effect |
|---|---|
| 1 | Poisoned 1 minute |
| 2 | Speed halved 1 minute |
| 3 | Stunned until end of next turn |
| 4 | Mutated: –4 to saves, vulnerability to one energy type (1 hour) |
| The save DC is Intelligence-based. |
Combat
Noble aboleths disdain direct confrontation, preferring to dominate spellcasters from mucus-shrouded vents while thralls—chuuls, merrows, or bioengineered chimeras—screen melee threats. They open with psionic experiment to debilitate groups, grapple arcanists for consume memories to steal lore and heal, and unleash dominate mind or quickened dominate monster on leaders.
Lair hazards like mutagenic pools (Fort DC 29 or random mutation/exhaustion) and summoned sentinels prolong fights, allowing retreat for restoration. They adapt ruthlessly: psychic blasts for warriors, enslavement for isolates, targeting weaknesses probed via telepathy.
Noble Aboleth
Resembling a primeval fish over thirty feet long, this creature has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus. Two of these tentacles are smaller, ending in three-fingered handlike appendages.
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Noble aboleths serve the city as scientists. They spend their time doing research, conducting experiments, and traveling to other worlds and planes to Gather Information.
A noble aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A noble aboleth is over 30 feet long and weighs several tons.
Aboleths speak their own language, as well as Undercommon and Aquan.
| Aboleth, Noble | |
| Huge aberration (Aquatic) | |
| Hit Dice | 16d8+112 (184 hp) |
| Initiative | +5 |
| Speed | 10 ft. (2 squares), Swim 40 ft. |
| Armor Class | 18 (-2 size, +1 Dexterity, +9 natural),, touch 9, flat-footed 17 |
| Base Attack/Grapple | +12/+32 |
| Attack | Tentacle +22 melee (2d8+12 plus slime) |
| Full Attack | 4 tentacles +22 melee (2d8+12 plus slime) |
| Space/Reach | 15 ft./10 ft. |
| Special Attacks | Bite, enslave, psionics, slime |
| Special Qualities | Amphibious, Darkvision 60 ft., item master, knowledgeable, mucus cloud, telepathy 60 ft. |
| Saves | Fort +12, Ref +6, Will +18 |
| Abilities | Strength 34, Dexterity 12, Constitution 24, Intelligence 25, Wisdom 23, Charisma 23 |
| Skills | Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Spellcraft +26, Spot +27 |
| Feats | Alertness, Combat Casting, Iron Will, Improved Initiative, Jack of All Trades, Quicken Spell-Like Ability (telekinesis) |
| Environment | Underground |
| Organization | Solitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (3-8 plus 1 ruler aboleth, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum) |
| Challenge Rating | 14 |
| Treasure | Double standard |
| Alignment | Usually lawful evil |
| Advancement | 17-48 HD (Gargantuan) |
| Level Adjustment | – |
COMBAT
A noble aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Astral Caravan (Sp): Once per day, a noble aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.
Bite (Ex): Although a noble aboleth’s mouth is relatively small, it can still deliver a nasty bite. An aboleth’s bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can’t attack with its tentacles at the same time as it bites. On a successful hit, a noble aboleth’s bite deals 1d4+6 points of damage.
Enslave (Su): Three times per day, a noble aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 24 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.
Item Master (Ex): A noble aboleth can use any magic item, even spell completion items such as wands or scrolls. It can also create any item or construct as though it had the necessary feats and prerequisite spells or other requirements.
Knowledgeable (Ex): A noble aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, a noble aboleth gains a racial bonus on all Knowledge checks equal to half its Hit Dice (+8 for a typical noble aboleth).
Mucus Cloud (Ex): A noble aboleth underwater surrounds itself with a viscous cloud of mucus roughly 3 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 25 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.
Psionics (Sp):
- At will – dimension door, hypnotic pattern (DC 18), illusory wall (DC 20), levitate, major image (DC 18), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), project image (DC 23), telekinesis (DC 21), veil (DC 22).
- 3/day – detect thoughts (DC 19), energy resistance, freedom of movement, heal, quickened telekinesis (DC 21).
Effective caster level 20th. The save DCs are Charisma-based.
Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 25 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.
Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Psionic Noble Aboleths
A psionic noble aboleth does not possess spell-like abilities or the enslave ability of the standard noble aboleth. Instead, it has psi-like abilities, including psionic dominate.
Special Attacks: Bite, enslave, psi-like abilities, slime
Special Qualities: Amphibious, Darkvision 60 ft., knowledgeable, mucus cloud, psionic item master, telepathy 60 ft.
Skills: Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Psicraft +26, Spot +27
Feats: Alertness, Combat Manifestation, Exotic Weapon Proficiency (futuristic weapons)(B), Iron Will, Improved Initiative, Overchannel, Psionic Meditation
Psi-Like Abilities:
- At will – astral traveler, body equilibrium, disable (65-ft. cone, 23 HD, DC 26*), false sensory input (eight targets, DC 19*), mental disruption (50-ft. radius, DC 26*), mindlink (unwilling, twenty targets, DC 17*), psionic dimension door (move action*), psionic levitate, telekinetic force (625 lbs., DC 19*), telekinetic maneuver (+33 check modifier*), telekinetic thrust (625 lbs., DC 19*);
- 3/day – adapt body, body adjustment (8d12*), ego whip (ML 14th, 3d4, DC 22*), id insinuation (ML 14th, six targets, DC 23*), psionic dominate (any 2 targets, 20 days, DC 26*), read thoughts (DC 19), thought shield (power resistance 30, 18 rounds*);
- 1/day – astral caravan (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory (DC 20), remote viewing (DC 20), wall of ectoplasm (DC 20). Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth’s manifester level.
Psionic Item Master (Ex): A noble aboleth can use any psionic item, even power completion items such as power stones. It can also create any item or construct as though it had the necessary feats and prerequisite powers or other requirements.
Technological Noble Aboleths
Some variant noble aboleths focus on technology, rather than magic or psionics. These noble aboleths have access to technology far beyond that of most other races.
These “futuretech items” mimic the effects of standard magic items, but do not detect as magic, and are not vulnerable to antimagic and magic-suppressing effects. A noble aboleth may create these items using its item master ability.
Noble Aboleths and Lords of Madness
If you are using Lords of Madness in your campaign, noble aboleths may qualify for a number of the aboleth specific feats.
A noble aboleth that takes the Powerful Bite feat may qualify for the following new feat.
Oversized Maw [General]
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.
- Prerequisite: Aboleth, Huge or larger, Strength 30, Powerful Bite, Weapon Focus (bite).
- Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth’s tooth-lined esophagus. The amount of damage is based on size: 2d8+Strength for Huge, 3d8+Strength for Gargantuan, and 4d8+Strength for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1/2 aboleth’s natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth’s interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.
1988 Wizards of the Coast, Inc. Originally found in Dragon Magazine #131
See Also Aboleth
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