Golem, Rope (CR 12)
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak
AC: 27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Hit Dice: 16d10 (88 hp); DR: 10/adamantine
Fort +5, Ref +7, Will +5
Speed: 30 ft. (cannot run)
Space: 5 ft./10 ft.
Base Attack +12; Grapple +12
Attack: 2 slams +21 melee
Full Attack: 2 slams +21 melee
Damage: Slam 2d8+10
Special Attacks/Actions: Constrict, improved grab, rope whirlwind, strangle
Abilities: Str 30, Dex 14, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct, magic immunity, fire vulnerability, unravel
Advancement: 17-23 HD (Large); 24-49 HD (Huge)
Organization: Solitary or gang (2-4)
A rope golem is a ferocious combatant that tries to get in close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself, appearing like a long-disused rope.
Constrict (Ex): With a successful grapple check, a rope golem can crush a grabbed opponent, dealing 2d8+15 points of bludgeoning damage.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Vulnerability (Ex): A rope golem takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Improved Grab (Ex): If a rope golem hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +25). If it gets a hold, it also constricts on the same round. Thereafter, the rope golem has the option to conduct the grapple normally or simply use its ropes to hold the opponent (-20 penalty on grapple check, but the rope golem is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals constrict damage.
Magic Immunity (Ex): A rope golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Animate rope causes 1d8 points of damage. A mending spell heals the rope golem of 2d8 points of damage.
Rope Whirlwind (Ex): The rope golem can extend a number of ropes and begin to spin, flailing everything in a 10-foot radius. Hits are resolved as slam attacks that do not allow the rope golem to use its improved grab ability. This does not provoke an attack of opportunity, and the rope golem can use this ability once every 1d4 rounds.
Strangle (Ex): When the rope golem grapples a living opponent, it can make a strangle attack as an attack action against the foe it grapples. The rope golem and its foe make an opposed grapple check (or the foe can oppose with an Escape Artist check). If the rope golem exceeds the foe's grapple check by 10 or more, it squeezes the breath from that opponent, suffocating the creature in addition to dealing constrict damage. The strangled creature immediately drops to 0 hit points after suffering constrict damage. On the following rounds, the rope golem can continue to suffocate the creature as a free action that requires no grapple check so long as the creature does not somehow escape the grapple. This causes the creature to drop to -1 hit points on the second round of suffocation and -10 on the third.
When a rope golem grapples an unconscious creature (such as one that is being suffocated) it does not count as grappled and can make attacks and move about normally.
Unravel (Ex): Once per day, as a standard action, a rope 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, the rope golem cannot attack or move, but it gains fast healing 5. The rope golem can reform into its humanoid appearance as a full-round action.