Thursday, July 19, 2012

Star Wars: Mythic Monsters, Aboleth

I love Star Wars, and the more I work on the d6 material and see stuff I love from fantasy material worked into Star Wars, the more I like it. I know it's nothing new or special. I know DragonStar and others have long since explored this territory. Hell, there are dozens of examples of this already: Spelljammers, Rifts, etc. Thankfully I 'm not doing this to be unique.

Most of the examples are people dragging fantasy into space. Star Wars already did that. I'm just expanding the universe...kinda like how people have been since forever. In my case I'm just drawing from what I think is a frighteningly obvious source material and not even attempting to be subtle about it. I could go subtle...but that's been done. Honestly, it's been done blatantly too.

So in my continuing fan-wank, here is one of my favorite D&D monsters converted for Star Wars.

Aboleth
Type: Huge Aberration
Scale: Speeder
DEXTERITY: 2d+2
Unarmed Combat: 4d+2
KNOWLEDGE: 4d
Scholar (any one): 8d+1
MECHANICAL: 3d+1
PERCEPTION: 4d+1
Enslave: 6d+1, Search: 10d+1, Willpower: 5d
STRENGTH: 6d+1
Swimming: 9d
TECHNICAL: 3d+2
Special Abilities:
Tentacles: Str+2, the aboleth can attack with each of it's 4 tentacles each round and can hit targets up to 3 meters away.

Thick Hide: 1d+1 natural armor.

Enslave: Three times per day, an aboleth can attempt to enslave any one living creature within 9 meters. The target must beat the boleti's Enslave check with either be affected as though by a dominate person power. An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse and can attempt a new roll against the Enslave every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1.6 km from its slave.

Force Powers: Aboleth's are naturally attuned to the Dark(est) Side of the Force us the vancian way of the Force. Aboleth's naturally have 5d+1 in the Illusion skill. Aboleth's always use the Dark Side of the Force, but do not gain Dark Side points as normal. As creature so entirely connected to the Dark Side, corruption is their natural state. Aboleth's naturally know the following powers: Hypnotic Pattern, Illusory Wall, Mirage Arcana, Persistent Image, Programmed Image, Project Image, and Veil.

Slime: A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a Strength (19) check or begin to transform over the next 1d minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 2d damage every 10 minutes. The slime reduces the creature’s Strength by -1 (but never to less than 0). A remove disease power used before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal power can reverse the affliction.

Mucus Cloud: An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 0.3 meters thick. Any creature coming into contact with and inhaling this substance must succeed on a Strength (19) check or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d minutes if removed from the water. Renewed contact with the mucus cloud and failing another Strength check continues the effect for another 3 hours.

Darkvision: 18 feet. Darkvision is black & white only, but it is otherwise like normal sight, and aboleth can function just fine with no light at all.

Aquatic: Aboleth can move in water without making swim checks and breathe underwater.

Move: 3/5, Swimming: 18/20
Size: Huge (6 meters)

Aboleths are fishlike amphibians, usually 6 meters long and weighing about 2,950 kg; they continue to grow as they age, however, and some fantastically ancient specimens reach much longer lengths. They are a kind of hybrid of fish and eel with some insectoid and annelid qualities; they have long, tubular bodies, like that of an eel, but fish-like tails at the end and two fins near the head and a dorsal fin near the back. Their bodies are also segmented, which is a worm or insect-like characteristic. Their underbellies are orange-pink, and their topsides sea-green. A little bit back from the head are four long tentacles, two on each side, two on the topside and two on the underbelly. Their heads are roughly triangle shaped, with a spherical, somewhat beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies.

Aboleths have powerful Force powers. However, the aboleth has a much more fearsome ability: aboleths secrete a viscous grey fluid, much like mucus, which brings about a terrible transformation in air-breathing creatures. The skin of the victim is transformed into a membrane which allows it to breathe in water, but robs the creature of air-breathing. This allows the aboleth to keep slaves, which it dominates and keeps captive with its mind. This same mucus is the only way aboleths breathe at all – if robbed of the ability to extrude aboleth slime, they suffocate in water or on land. Out of the water, an aboleth's membranelike skin dries out quickly, but this does not prove fatal. Instead, the aboleth will eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying. It forms a tough, waterproof membrane, but, once the membrane is pierced, liquid floods out and death is usually not far off for the aboleth.

Another strange feature of aboleths is their memory. An aboleth is born with a racial memory, each individual inheriting the memories of its ancestors. Furthermore, it assimilates the memories of those it consumes. An aboleth's memories are stored in an ever-growing part of its brain which extends down its back as it ages. Aboleths enjoy spending time lost in particularly fine memories of their ancestors, and if they have nothing better to do, they may relive entire portions of their lives.

Aboleths do not die of old age, living indefinitely barring death from violence or disease.

Aboleths are utterly self-centered as a race; they know they were among the first beings in existence, and see all else as theirs. Their enmity towards other races stems in part from their perception that these "upstart" races have stolen what is rightfully the aboleths'. All that stops them from conquering other worlds is their weakness on land (though an aboleth is always a fierce opponent) and the fact that they would rather enjoy themselves than waste time subduing feeble creatures. By contrast they are greatly unsettled by the Illithids due to their lack of information over that race's creation.

Aboleth cities are vast affairs of bizarre and alien architecture, located deep underwater. Xxiphu, located on the planet Glimmersea, is the largest known Aboleth city. This is where the leaders of the race reside and hold council.

Scholars are unsure whether aboleths have a true self-awareness, or instead have a form of psyche utterly alien to all existence. It is also noted that aboleths were originally native to another dimension, and they actually seek to have this universe subsumed by the that nightmare dimension.

An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly.

Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.

The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth.

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