Golem, Hangman (CR 13)

Large Construct
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak


AC: 27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Hit Dice: 18d10+30 (129 hp); DR: 10/adamantine
Fort +6, Ref +8, Will +6
Speed: 30 ft. (cannot run)
Space: 10 ft./20 ft.
Base Attack +13; Grapple +25
Attack: Slam +20 melee
Full Attack: 2 slams +20 melee
Damage: Slam 2d8+8
Special Attacks/Actions: Constrict 2d8+12, improved grab, rope whirlwind, strangle
Abilities: Str 26, Dex 14, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic, unravel, vulnerability to fire
Feats: -
Skills: -
Advancement: 19-27 HD (Large); 28-36 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Treasure: None

Source: Monster Manual III

Combat

A hangman golem is a ferocious combatant that tries to close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself to appear like a long-disused rope to catch intruders by surprise.

Constrict (Ex): A hangman golem deals automatic slam damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a hangman golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Rope Whirlwind (Ex): Every 1d4 rounds, a hangman golem can extend a number of ropes and spin, making a single slam attack against each creature within 10 feet. A hangman golem can't use its improved grab ability in conjunction with this ability.

Strangle (Ex): When a hangman golem grapples a living opponent, it can make a strangle attack as a standard action against the foe it grapples. The hangman golem and its foe make opposed grapple checks (or the foe can oppose with an Escape Artist check). If the hangman golem exceeds its opponent's grapple check by 10 or more, it squeezes the breath from that opponent, and in addition to taking constrict damage, the foe is dazed for 1 round if it fails a DC 19 Fortitude save. The save DC for the hangman golem's strangle ability is Constitution based.

Immunity to Magic (Ex): A hangman golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.

Animate rope hastens the golem (as if by the haste spell) for 5 rounds. Rope trick paralyzes the golem for 1 round (no save).

Unravel (Ex): Once per day as a standard action, a hangman golem can unravel its form to become a heap of tangled ropes that fills a 10-foot-by-10 foot area. While in this form, a hangman golem cannot attack or move, but it gains fast healing 10. A hangman golem can reform into its humanoid appearance as a full-round action.