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
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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