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From Pathfinder #190: The Choosing, which isn't enabled.

Bhanyada Behemoth

CREATURE 12

The largest bhanyadas are made up of tens of thousands of component parts, all mashed together into a roughly humanoid shape that walks on stumpy legs. Bhanyada behemoths usually have at least four thick arms ending in meaty fists, although some behemoths have a profusion of hands sprouting from their torsos. A bhanyada behemoth's head is studded with tiny eyes all over its surface that observe the surrounding terrain and give information so the entire amalgamation can move in unison.


Gobbets of flesh left behind from an untidy meal or a surgical procedure typically rot away if left where they lie, but when steeped in areas of powerful lingering magic or eldritch radiation, these bits of loose tissue might achieve some measure of animation, perhaps sprouting thick limbs to move about or tiny, multifaceted eyes to see. Near the magic-suffused Ghantibhu Pits in the caverns located beneath southern Vudra, where ripples of magic are powerful enough to rend the air and transform stone, these tiny, rotting castoffs form into even larger amalgamations called bhanyadas.

Tied to Open Bridge

Bhanyadas are almost never encountered outside the Open Bridge region in southern Vudra, as the magic of the Ghantibhu Pits beneath that region create them. Bhanyadas taken away from Open Bridge quickly decay into a repulsive slurry, although though it isn't clear whether their demise is due to being too far from the magical energies that animated them or too far from the masses of other bhanyadas that give them cunning and vigor.

Bhanyada Familiars

A component of a bhanyada swarm makes a useful, if gruesome, familiar. A character who can take a familiar and who has encountered a bhanyada can choose a bhanyada familiar, which must have the burrower and darkvision abilities. The owner would be wise to anoint the familiar with perfumes or find other solutions to mask the unpleasant smell.


Perception +23; darkvision
Languages Aklo; can't speak any language
Skills Athletics +23, Survival +21
Str +7, Dex +2, Con +5, Int -3, Wis +5, Cha -1

AC 31 (all-around vision); Fort +25, Ref +20, Will +23
HP 250; Weaknesses slashing 10; Resistances bludgeoning 10
All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Catch Rock

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Extraneous Flesh
Frequency three times per day
Trigger A Strike scores a critical hit on the bhanyada behemoth

Effect A critical hit might simply sever a component chunk that the bhanyada can lose without much harm. The bhanyada behemoth attempts a DC 11 flat check. On a success, it doesn't take any extra damage from the critical hit (although it takes other effects normally, such as critical specialization effects).
Odor of Rot (aura, olfactory)

10 feet. Creatures other than aberrations that enter or start their turn in the bhanyada's aura must succeed at a DC 29 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.


Speed 40 feet
Melee Fist +26 (reach 10, sweep, unarmed), Damage 3d12+10 bludgeoning plus Grab
Ranged Rock +26 (brutal, range increment 120 feet), Damage 3d6+10 bludgeoning
Lumbering Swings

The bhanyada behemoth Strides and makes up to four fist Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.

Throw Rock

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #190: The ChoosingOGL