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.
XP 12,800 DEFENSE
AC 25, touch 8, flat-footed 25 (+17 natural, –2 size) OFFENSE
Speed 30 ft., climb 20 ft. 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 SPECIAL ABILITIES
Moan (Ex)The Promethean can emit an infrasonic moan as a standard action, with one of two effects:
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. |