Nimblewright (CR 7)

Medium Construct
Alignment: Always chaotic
Initiative: +7 (Dex)
Languages: Common, Elven, and Dwarven

AC: 24 (+7 Dex, +7 natural), touch 17, flat-footed 17
Hit Dice: 10d10+20 (75 hp)
Fort +3, Ref +10, Will +6
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +2
Attack: 2 rapier-hands +11 melee
Full Attack: 2 rapier-hands +11 melee
Damage: Rapier-hand 2d6+4/15-20
Special Attacks/Actions: Spell-like abilities, tripping thrust
Abilities: Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19
Special Qualities: Augmented critical, construct traits, SR 27, vulnerabilities
Feats: Combat Expertise; Combat Reflexes; Dodge; Improved Disarm; Mobility; Spring Attack
Skills: Balance +9, Jump +19, and Tumble +22
Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)
Climate/Terrain: Any land or underground
Organization: Solitary
Treasure/Possessions: Standard

Source: Monster Manual II

Spell-Like Abilities: At will - disguise self, cat's grace, entropic shield, feather fall, haste. Caster level 10th; save DC 14 + spell level.

Tripping Thrust (Ex): A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a Reflex save (DC 19) or be knocked prone as if tripped.

Augmented Critical (Ex): A nimblewright threatens a critical hit on a natural attack roll of 12-20. On a successful critical hit, its foe is subject to a tripping thrust attack (see above).

Construct Traits: A nimblewright is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that require a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can healed through repair. It cannot be raised or resurrected. A nimblewright has darkvision (60-foot range).

Vulnerabilities: A cold effect slows a nimblewright for 3 rounds, and a fire effect stuns it for 1 round.

A nimblewright is an extremely dexterous combatant. In battle, it brings to bear all of its special fighting skills to deprive opponents of their weapons before running them through. If a nimblewright has ample warning of a fight, it enhances its combat skills with cat's grace and haste before joining melee. The monster fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearms. A nimblewright can fully deploy both rapiers as a free action.