Welcome again to Masters and Minions, where I strive  to give you interesting NPCs and encounters that can be placed easily into your  game. This week’s encounter is with the notorious crime lord, Salazar the  Shark. Salazar is actually the aboleth sorcerer, Ghizgalqul. Ghizgalqul’s base  of operations is set beneath a large thriving port city. The people in  Ghizgalqul’s organization have no idea that they are actually working for an  aboleth.
      
               The PCs find the projected image of Ghizgalqul as the human  Salazar, sitting behind his desk. Behind the desk is a giant aquarium large  enough to comfortably hold Ghizgalqul. When fighting through his projected  image he tends to use dominate monster and charm monster spells  and spell-like abilities first, then he uses his acid arrow spell and acid  ray bloodline ability to finish off the non-charmed or dominated PCs. If they  see through his projected image, he seals his office and the aquarium opens up  into the office, flooding the room in a matter of rounds (approximately 4  rounds) with about four feet between the ceiling and the water’s surface. If  the PCs manage to break down the office door, effectively draining the room,  Ghizgalqul dimension doors himself into a large crystal globe seated atop  a stone pedestal; the globe is filled with water. This mini-aquarium is  actually his escape pod.
      
Quotes by Ghizgalqul:
“Congratulations: you have managed to see through my  illusions.  Now welcome to your watery  grave!” – just before he floods his main office
“Welcome to the organization… thrall!” – after dominating a  PC
| Ghizgalqul aka Salazar the Shark | CR 12 | 
XP 3,200
	      Aboleth sorcerer 9
	      LE Huge aberration (aquatic)
	        Init +5; Senses darkvision 60 ft; Perception +23
	          Aura mucus cloud (5 feet) 
                 DEFENSE
                AC 20, touch 9, flat-footed 19; (+2 Dex, +11 natural,  –2 size) 
                hp 195 (17 HD; 8d8+9d6+128) 
                Fort +12, Ref +9, Will +16; +2 bonus on saves vs. poisons
                Defensive Abilities Resists fire 10
                 OFFENSE
                Speed 10 ft, swim 60 ft
                Melee 4 tentacles +15 (1d6+7 plus slime)
                Space 15 ft; Reach 15 ft
                Spell-Like Abilities (CL 16th)
          At will—hypnotic pattern (DC 18), illusory wall (DC 20), mirage  arcana (DC 21), persistent image (DC 21), programmed image (DC 22), project image (DC 23), veil (DC 22)
          3/day—dominate monster (DC 25) 
                Bloodline Spell-Like Abilities (CL 9th) 
          Acidic Rays — (9/day)
                Sorcerer Spells Know (CL 9) 
          4th (5/day)—black tentacles(B), charm monster (DC 20), dimension door 
          3rd (7/day)—displacement, hold person (DC  19), tongues(B), vampiric touch 
          2nd (8/day)—acid arrow, blur, phantom  trap, see invisibility(B), touch of idiocy
          1st (8/day)—charm person (DC 17), chill touch, enlarge person(B), mage  armor, magic missile, shocking grasp 
          0 (at will)—acid splash, bleed, dancing  light, detect magic, mage hand, open/close, resistance, touch of fatigue 
                Bloodline aberrant
                 STATISTICS
                Str 24, Dex 14, Con 24, Int 15, Wis 15, Cha 23
                Base Atk +10; CMB +19; CMD 33 (can't be tripped)
                Feats Arcane Strike, Combat Casting, Craft Magic Arms and Armor, Craft  Construct, Craft Wondrous Items, Improved Initiative, Iron Will, Lightning  Reflexes, Weapon Focus (tentacle)
                Skills Bluff +20, Intimidate +14, Knowledge (local) +13, Linguistics +3,  Perception +23, Spellcraft +21, Swim +33; Racial Modifiers +8 Swim
                Languages Aboleth, Aklo, Aquan, Common, Undercommon
                 SPECIAL ABILITIES
                Mucus Cloud (Ex)
	      While underwater, an aboleth exudes a cloud of transparent  slime. All creatures adjacent to an aboleth must succeed on a DC 22 Fortitude  save each round or lose the ability to breathe air (but gain the ability to  breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and  failing another save extends the effect for another 3 hours. The save DC is  Constitution-based.
            Slime (Ex)
          A creature hit by an aboleth's tentacle must succeed on a DC  22 Fortitude save or his skin and flesh transform into a clear, slimy membrane  over the course of 1d4 rounds. The creature's new “flesh” is soft and tender,  reducing its Constitution score by 4 as long as it persists. If the creature's  flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of  damage every 10 minutes. Remove disease and similar effects can restore  an afflicted creature to normal, but immunity to disease offers no protection  from this attack. The save DC is Constitution-based.
| Ghizgalqul’s Escape Tank | CR 9 | 
XP 6,400
	      N Gargantuan construct
            Init -2 Senses darkvision 60 ft, low-light vision; Perception -5
             DEFENSE
            AC 18, touch 4, flat-footed 20 (-2 Dex,  +14 natural, -4 size)
            hp 115hp (10d10+60 size)
            Fort +3, Ref +1, Will -3
            Defensive Abilities hardness 8 Immune Construct Traits 
             OFFENSE
            Speed 50 ft, fly 50 ft (clumsy), swim 50 ft
            Melee slam +18 (1d6+12) 
             STATISTICS
            Str 34, Dex 6, Con -, Int -, Wis 1, Cha 1
            Base Atk +10 CMB +26 CMD 34
            SQ 5 construction points
             SPECIAL ABILITIES
            Construction Points
	      Gargantuan animated objects have 5 construction points.
            Stone (Ex, 1 CP): The object is made of stone or  crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.
            Additional Movement (Ex, 1 CP): Gains a new mode of  movement (fly [clumsy]) at a speed equal to its base speed.
            Faster (Ex, 3 CP): One of the object's movement modes  increases by +30 ft.