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The Aberrant Promethean (Unique Flesh Golem)

A stitched abomination made from the parts of at least half a dozen creatures, primarily a mixture of choker, chuul, cloaker, and ettercap, blended together into a disgusting mass of unlife, broods near the top of the room in its webs.

The Aberrant Promethean CR 11

XP 12,800
Variant advanced flesh golem
N Huge construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
hp 117 (14d10+40)
Fort +4, Ref +4, Will +6
DR 10/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft., climb 20 ft.
Melee 2 slams +21 (4d6+9 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks berserk, constrict (4d6+9), moan, paralytic tentacles, strangle, web (+12 ranged, DC 17, 14 hp)

TACTICS

Before Combat Able to climb through its webs like a spider, the Promethean goes berserk when anyone enters the room or opens the shutters above, attacking anything that moves.

During Combat The Promethean attacks the closest moving target, lashing out with its limbs and trying to inflict as much damage as possible.

Morale The Promethean fights until destroyed.

STATISTICS

Str 28, Dex 11, Con —, Int —, Wis 15, Cha 5
Base Atk +14; CMB +25 (+29 grapple); CMD 35
Feats none
SQ quickness

SPECIAL ABILITIES

Moan (Ex)

The Promethean can emit an infrasonic moan as a standard action, with one of two effects:

  • Fear: All creatures in a 30-foot spread must make a DC 14 Will save or become panicked for 2 rounds.
  • Nausea: All creatures in a 30-foot cone must make a DC 14 Fortitude save or fall prone and be nauseated for 1d4+1 rounds.

A creature that successfully saves against the Promethean’s moans cannot be affected by that same moan effect for 24 hours. Save DCs are Charisma-based.

Paralytic Tentacles (Ex)

The Promethean can transfer a grappled victim to its tentacles as a move action. The tentacles grapple with the same strength as its slam attacks but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 17 Fortitude save each round on the creature’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 2d4+9 points of damage each round.

Quickness (Su)

The Promethean is supernaturally quick. It can take an extra move action during its turn each round.

Strangle (Ex)

The Aberrant Promethean has an unerring talent for seizing its victims by the neck. A creature that is grappled by the Promethean cannot speak or cast spells with verbal components.

Section 15: Copyright Notice

Pathfinder Adventure Path #44: Trial of the Beast. © 2011, Paizo Publishing, LLC; Author: Richard Pett.