Monsters / Aboleth

Aboleth

CR 7 - 3,200 XP - LE Huge Aberration

Stat block

AC20 (touch 9, flat-footed 19)HP84 (8d8+48)SavesFort +8, Ref +5, Will +11Melee4 tentacles +10 (1d6+5 plus slime)Speed10 ft., swim 60 ft.AbilitiesStr 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17BAB / CMB / CMD+6 / +13 / 24Sensesdarkvision 60 ft.; Perception +14Environmentany aquatic

Combat brain - every behavior cites its line (5 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

bruiser (from abilities)
abilities: Str 20 over Dex 12 - plant and full-attack, soak the hits
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +14 - hunts where prey is blind
targets-weakest (from alignment)
alignment LE, Int 15 - picks off the wounded and the unarmored first
holds-line (from alignment)
alignment LE, Int 15 - disciplined: keeps formation, never chases alone

From the entry

While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based. A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his 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 as long as it 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 ...