Savant Aboleth

Savant aboleth are the great spellcasters of the Aboleth species. Physically they resemble ordinary Aboleth. However, the bony ridges of a savant aboleth's head are unusually prominent and constitute a virtual armoring of the creature's slightly oversized cranium. Its tentacles are very tough and leathery, with calcified nodules along their surfaces. Together, these help to give the savant aboleth its superior Armor Class rating. Like all Aboleth, they are amphibious.

Savant aboleth can cast spells as both priests and wizards. They can attain 12th level as priests and 14th level as wizards. Savant aboleth always primarily revere the Bloodqueen. As priests, savant aboleth can use spells from any of the following spheres: All, Charm, Divination, Elemental Air, Elemental Earth, Elemental Water, Guardian, Law, Protection, Summoning, Sun (reversed, minor access only), and Weather. As wizards, they very rarely specialize, though a small number take advantage of their race's natural affinity with Enchantment/Charm spells and effects to become specialist Enchanters. Nonspecialist savant aboleth have certain restrictions on spell use. They cannot use any form of fire-based or fire-affecting spell. Furthermore, they can only employ Necromancy spells! with difficulty (+2 bonus to the victim's saving throws) and are Iimited to spells from this school of 4th level or below.

The intelligence score of a Savant aboleth is determined by rolling d5+14. The wisdom score of the creature is determined by rolling d4+14. To randomly determine the spellcasting power of a savant aboleth, roll d100 twice and consult the table. However, the lower rating should always be adjusted upwards (if necessary) so that it is no more than three levels lower than the higher rating. For example, if the random rolls create a savant aboleth as a 10th-level priest and 5th-level wizard, the DM should increase the wizard rating to 7th level.

Savant aboleth are rare. Aboleth are few to begin with and no more than 2% or so of these creatures possess the exceptional mental gifts required to become a savant. It may be that the savant aboleth are correct in their view that the Bloodqueen deliberately chooses few of her creatures to bless with the skills of the savant.

 
Combat

The savant aboleth always attempts to use spells and its Domination power rather than melee. If forced into melee, it fights in the same way as any ordinary Aboleth: a single touch from a tentacle and a failed saving throw vs. spell turns the victim's skin to a clear membrane in only d4+1 rounds; thereafter he or she must remain immersed in cool water or suffer d12 points of damage per turn. Cure Disease can stop the process; once completed it can be reversed by Cure Serious Wounds.

The savant aboleth is a more formidable enslaver than its ordinary kindred. Like them it can make three attempts per day to enslave creatures by Domination, one creature per attempt, but the range of this attack is 30 yards and the target suffers a -2 penalty to the saving throw vs. spell to resist the effect. Moreover, the enslavement is complete, and the dominated creature will fight for the savant aboleth if so commanded. Any telepathic instruction from the savant aboleth to engage in a course of action which is clearly suicidal (and the Intelligence level of the victim has to be taken into account here) allows the victim a fresh saving throw vs. spell, without penalty, to free himself or herself from the domination. The enslavement can be undone by a successful Dispel Magic (cast against a level of spell use equal to the highest level rating for the aboleth in priest or wizard class), Remove Curse, or by separating the victim from the savant by a distance of one mile or more, which permits a fresh saving throw without penalty each full day the separation is maintained. Note that, because the domination effect of the savant is so complete, these creatures are likely to have powerful creatures accompanying them as bodyguards - savant aboleth are fully cognizant of their unpopularity among "lesser races" and take suitable precautions.

Savant aboleth have a 75% chance for Detecting Invisible creatures or objects within 60 feet. Underwater, the savant aboleth has the same mucus cloud protection, with the same effects, as ordinary Aboleth (anyone within a foot of the Aboleth who fails a saving throw vs. poison loses the ability to breathe air, suffocating in 2d6 rounds if he or she tries; the cloud also bestows the ability to breathe water for 1 to 3 hours).

Finally, the savant aboleth will frenzy if close to death (12 hp or below). In this state, which automatically supervenes at this time, the savant cannot cast spells or use any spell-like powers. However, its tentacle attacks cause double damage (2d6) and the enraged, despairing creature will even attempt a head-smash attack each round, ramming with the bony protrusions on its forehead. This attack is clumsy (-4 penalty to the attack roll) but can affect up to two M size (or three S size) opponents. Damage from this head smash is 4d6 points, and a smashed opponent must make a Dexterity check or be knocked off his or her feet and stunned for d3 rounds. Once In frenzy, the savant will not recover its normal demeanor until it has killed all opponents visible to it.

 
Psionics

Level 9

mTHAC0: 5

PSPs: 350

Telepathic Sciences:Mindlink, Mass Domination, Domination, Fate Link, Hallucination, Mass Contact, Mindflame, Probe, Superior Invisibility

Telepathic Devotions:False Sensory Input

Psionic Attack Modes:Ego Whip, Id Insinuation, Psychic Crush, Mind Thrust

Psionic Defense Modes:Thought Shield, Intellect Fortress, Tower of Iron Will

 
Typical Spells
Command, Curse, Darkness, Charm Person (Charm Mammal), Hold Person, Dispel Magic, Emotion Control, Glyph of Warding, Cloak of Fear, Spell Immunity, True Seeing, Hypnotism, Magic Missile, Phantasmal Force, Read Magic, Blindness, Detect Invisibility, Know Alignment, Ray of Enfeeblement, Dispel Magic, Haste, Protection from Normal Missiles, Spectral Force, Charm Monster, Emotion, Minor Globe of Invulnerability, Adrenaline Control, Feeblemind, Wall of Force, Darkness, Protection from Good, Barkskin, Adventurer, Sanctify, Continual Darkness, Free Action, Word of Recall, ESP, Improved Phantasmal Force, Lightning Bolt, Mirror Image, Slow, Vampiric Touch, Evard's Black Tentacles, Charm Monster, Improved Invisibility, Conjure (water) Elemental, Hold Monster, Telekinesis, Demishadow Magic, Disintegrate, Power Word Stun, Stoneskin, Death Spell, Fingal Winkbeard, Chain Lightning, Shadow Door, Phantasmal Killer, Flesh to Stone, Cone of Cold, Polymorph Other, Darkness 15' Radius, Fear, Fumble, Chaos, Eyebite, Globe of Invulnerability      
Special Advantages
SPECIALADV
 
Special Disadvantages
SPECIALDISADV

Basic Information

Ecology and Habitats

Habitat/Society: Savant aboleth are highly arrogant creatures. Cabals of savant aboleth organize and run Aboleth society, playing the role of rulers and dominators from within their great cities They rarely leave the city of their dwelling, sending ordinary Aboleth out to do the dirty work of capturing slaves and the mundane tasks of collecting food for the savants, while they brood long and deep in their domains. Young savants born elsewhere leave their broods virtually as soon as they are capable of independence, believing themselves to be guided by the Bloodqueen to the great cities of the Aboleth deep in the Underdark. Sometimes, older savants will travel to a brood to take acquisition of a young Aboleth which has latent savant gifts. This is one of the few occasions when savants leave their cities, but leave they sometimes must, for savant aboleth are infertile and do not produce young of their own.

Savant aboleth are always hungry for magical items and lore. They do not require spellbooks for their wizard spells; memorized spells are recalled automatically during periods of rest and sleep and do not need to be relearned from any independent source. Young savants may spend days or weeks in telepathic communion with their elders and betters, the older savants passing on their mastery of magical skills and their knowledge of dark, arcane secrets. Savant aboleth are always eager to devour spellcasters and magic-using creatures, the better to improve their own understandings of magic.

Savant aboleth have a complex symbolic glyph system they use for all written communication. Those who are of 7th or higher level In either the priest or wizard class can create magical glyphs by psychokinetic force, one glyph per day. Casting time is two turns plus one turn per additional glyph element, so this is not a likely potential combat action. The total number of glyph-elements a Savant aboleth can maintain at any one time equals its intelligence score.

Savant aboleth glyphs come in four categories; simple glyphs, complex glyphs, master glyphs, and complex master glyphs. Simple glyphs are identical to Glyphs of Warding. Complex glyps combine the effects of two or three glyphs of Glyphs of Warding - for example, an aboleth complex glyph might inflict cold damage and also cause paralysis. Master glyphs (each of which counts as a three-element glyph for the purposes of the Savant aboleth's glyph limit) have unique effects. The following are a few examples of master glyphs:

Finally, great savant aboleth of exceptional mastery (18 or higher wisdom and intelligence, 10th-level or above as both priests and wizards) can create complex master glyphs which add an extra element onto a master glyph (for example, a Glyph of Enfeeblement which also does cold damage these complex master glyphs can even include effects from different schools. Complex master glyphs still only count as three glyphs for the purpose of determining the limit on the number of glyphs the savant can maintain at anyone time, but they require six tums to create. Woe betide anyone entering an area of an Aboleth city defended by a battery of complex master glyphs, especially if one of the elements woven into the complex master glyph extends the duration of the other effects!

Aboleth glyphs of all kinds can be removed by a successful dispel magic cast against the highest level rating for the savant aboleth which created them. Saving throws are permitted against the effects of all these glyphs, but saving throws against the effects of a master glyph are made with a -1 penalty; against complex master glyphs the penalty is -2. Only one saving throw is permitted against the whole battery of magical effects radiated by a complex glyph or a complex master glyph.

This glyphic skill is central to the Savant's position within Aboleth society. Being very lawful, ordinary Aboleth acquiesce to the greater power of the savants as a matter of course, but this ability to defend and protect the Aboleth city with a battery of complex glyphs earns the savant aboleth the loyalty and respect of ordinary Aboleth. An Aboleth fighting to protect the life of a savant has a morale of 19 as long as the savant survives.

Ecology: Savant aboleth are either supreme beings at the top of their food chain or bloated parasites consuming food and resources gathered by slaves and lackeys, depending on one's point of view. Their diet is the same as that of ordinary aboleth - algae, fish, diverse water plants, and the like - but they have an especial liking for the flesh of spellcasters and magic-using creatures, as noted above. Savant aboleth have no natural enemies. Virtually all intelligent marine life knows well enough to give them an extremely wide berth. The Ixzan, despite their chaotic nature, are the only marine life form known to have a natural affinity with the Aboleth generally, including their savants.


Climate/Terrain:
Alignment: LE
Organization: Brood
Activity Cycle: Any
Intelligence: Exceptional (15-16)
Treasure: F, U
Diet: Omnivore
# Appearing:
XP Value: 13,000; Spellcaster 9+ lvl (14,000 Complex Master Glyph creator (15,000)
Mvmt: 3, Sw 18
Size: H (20' long)
Morale: Champion (15-16)
Spoken Languages and Dialects

Hit Dice


12+12

Base THAC0:

7

PSP(Chi)


Armor Class


2

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

TypeTHAC0DamageSFEffect
 
Also Known As
AKA
 
Government Type
GOVTYPE
 
Known Strongholds
KNOWNSTRONGHOLDS
 
Known Clans
KNOWNCLANS
 
Homeland
HOMELAND
 
Known Alliances
KNOWNALLIANCES
 
Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
ABILITYSCOREADJ
 
Languages Spoken
LANGSPOKEN
 
Racial Enmities
RACIALENM
 
Life Expectancy
LIFEEXPEXT

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