Page 167 - Lords of Madness: The Book of Aberrations
P. 167
tentacles, which they use to slam any targets in reach (other
SHABOATH than aboleths).
Large Construct (Cold) Engulf (Ex): A shaboath can attempt to engulf a grabbed
Hit Dice: 11d10+30 (60 hp) opponent that is equal to or smaller than its size category by
Initiative: –1 making a successful grapple check. Once inside, the opponent
Speed: 20 ft. (4 squares), swim 30 ft. takes 2d10+10 points of crushing damage per round. If the
Armor Class: 20 (–1 size, –1 Dex, +12 natural), touch 8, flat- opponent cannot breathe water, it must hold its breath or begin
footed 20 to drown. An engulfed creature can escape by making a suc-
Base Attack/Grapple: +8/+19 cessful grapple check or Escape Artist check. The amount of
time a creature can hold its breath if it takes a standard action
Attack: Slam +14 melee (2d10+7)
CHAPTER 8 NEW MONSTERS Full Attack: 4 slams +14 melee (2d10+7) is reduced by 1 round. A shaboath can engulf 1 Large creature,
2 Medium creatures, 4 Small creatures, 8 Tiny creatures, 16
Space/Reach: 10 ft./10 ft.
Diminutive creatures, or 32 Fine creatures at one time.
Special Attacks: Engulf, improved grab, wall of ice
Improved Grab (Ex): To use this ability, a shaboath must
Special Qualities: Construct traits, damage reduction 10/—,
darkvision 60 ft., immunity to acid, immunity to cold, low-
light vision, vulnerability to fire, watery concealment hit with a slam attack. It can then attempt to start a grapple as
a free action without provoking attacks of opportunity. If it
Saves: Fort +3, Ref +2, Will +3 wins the grapple check, it can attempt to engulf the target in
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1 the following round.
Skills: — Wall of Ice (Su): A shaboath can generate a wall of ice (as
Feats: — the spell, caster level 20th) once per minute as a standard action
Environment: Underground that does not provoke attacks of opportunity.
Organization: Solitary or gang (2–4) Construct Traits:A shaboath has immunity to poison, sleep
Challenge Rating: 10 effects, paralysis, stunning, disease, death effects, necromancy
Treasure: None effects, mind-affecting spells and abilities (charms, compul-
sions, phantasms, patterns, and morale effects), and any effect
Alignment: Always neutral
Illus. by S. Ellis Advancement: 12–22 HD (Large); 23–33 HD (Huge) that requires a Fortitude save unless it also works on objects
or is harmless. It is not subject to extra damage from critical
Level Adjustment: —
hits, nonlethal damage, ability damage, ability drain, fatigue,
A pool of seething fl uid piles up on itself, forming an undulant
can be repaired. It has darkvision out to 60 feet and low-light
mass of four large tentacles joined to a central mound of thick, exhaustion, or energy drain. It cannot heal damage, but it
syrupy liquid. vision.
Watery Concealment (Ex): A shaboath that is completely
Shaboaths are constructs created by powerful aboleths to guard underwater is difficult to see. Its form constantly shifts and
their cities and perform various errands. They have bodies blends with the surrounding water, granting the creature
made of thick, transparent fluid—water tainted with the slime concealment.
exuded by a savant aboleth. A shaboath is a shapeless creature
that resembles a sphere or pool of water when at rest. When it
attacks, it creates four large pseudopods.
A shaboath is about 10 feet wide, with 10-foot-long Shaboath golem
tentacles. It weighs about 12,000 pounds.
A shaboath cannot speak nor make any vocal noise.
The creature carries with it a distinctive musty smell,
like that of mildew or swamp water. On land, it moves
with a sloshing, undulant coiling, and leaves a trail
of moisture in its wake.
COMBAT
Shaboaths are relentless combat-
ants. They are difficult to harm
with weaponry and are immune
to many spells and energy
types; only fire is guaranteed
to be effective against them.
They attack by forming four large
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