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Ancient Great Peoples · Old Memory

Aboleths

Ancient intelligent beings of the deep waters who claim that their memories are older than those of gods and humanoids.

This claim is not proven; However, some Aboleths have been observed knowing lost coastlines and forgotten languages. The past they tell is as much bargaining and threat as it is knowledge.

Canonical record

Aboleths live in the Silent Deep and some sea trenches. They claim to carry the memories of their ancestors and to exist before the gods.

States' knowledge of their founding lies and forgotten coastlines is more dangerous than their physical power. There is no common Aboleth empire in Avarra; each individual acts as an ancient memory dynasty.

Aboleth Memory Emissary

Oversized aberrant creature, usually neutral or evil disposition

Defense 17 (natural armor)

Hit Points 150 (20d10 + 40)

Speed 3 m., swimming 18 m.

POWER 21 (+5)
ENGLISH 10 (+0)
DAY 15 (+2)
ZEK 19 (+4)
COMP 17 (+3)
SNOW 18 (+4)

Saves Intelligence +8, Cog +7, Snow +8

Skills History +12, Perception +11, Insight +7

Senses darkvision 36 m., passive Perception 21

Languages telepathy 36 m.; all ancient coastal languages

Threat 10 · Experience Award 5,900 • Proficiency Bonus +4

Features

Amphibious. Can breathe air and water.

Ancestral Memory. In date checks, dice results lower than 10 are considered 10.

Mucus Cloud. If a creature within 5 feet underwater fails a GM 14 Endurance save, it can breathe water alone for 1d4 hours.

Actions

Multi Attack. The Emissary makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, range 3 m., one target. Hit: 12 (2d6 + 5) crushing and 7 (2d6) psychic damage.

Open Old Memory (Recharge 5–6). If a creature within 60 feet fails a GM 16 Intelligence save, it takes 27 (6d8) psychic damage and is unable to separate its own memories from its Aboleth memories for one minute. Repeats the save at the end of each round.