An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. See Table: Aberrations for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Will.

Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: Int modifier (minimum +0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Aberrations share the following additional traits.

Weapon and Armor Proficiency: Aberrations receive one of the following as a bonus feat: Archaic Weapons Proficiency or Simple Weapons Proficiency. They are proficient with their natural weapons and any weapon mentioned in their entries. Aberrations noted for wearing armor gain the Armor Proficiency bonus feat for whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Darkvision (Ex): Most aberrations have darkvision with a range of 60 feet.

Table: Aberrations
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d8 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 4d6 2d6 2d8
Huge 26–27 10–11 20–21 8d8 1d6 2d8 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 2d6 1d6 1d8
Medium-size 10–11 14–15 12–13 1d8 1d3 2d4 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d6 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d4 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 — 1d3 1 1d2
Fine 1 22–23 10–11 1/16 d8 — 1d2 — 1
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