Aberration
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 | ||||||||
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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 |