This material originates in a 3PP Source
Large Construct (Extraplanar)
Hit Dice: 14d10+30 (107 hp)
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 28 (–1 size, +4 Dex, +15 natural), touch 13, flat-footed 24
Base Attack/Grapple: +10/+18
Attack: Rake +13 melee (2d6+4)
Full Attack: 4 rakes +13 melee (2d6+4)
Space/Reach: 10 ft./15 ft.
Special Attacks: Improved grab, constrict 2d6+4, rush, trip
Special Qualities: Blindsight 60 ft., construct traits, damage reduction 10/adamantine, immunity to bludgeoning and magic, vulnerability to rust
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 19, Dex 19, Con —, Int —, Wis 15, Cha 4
Environment: The Abyss
Organization: Solitary or gang (2–4)
Challenge Rating: 11
Alignment: Always chaotic evil
Advancement: 15–21 HD (Large); 22–42 HD (Huge)
Level Adjustment: —
Razorwire golems attack in a straightforward fashion, grabbing and constricting foes until they drop. They are dogged pursuers, rushing after fleeing opponents to make trip attacks. Because of their construction, razorwire golems cannot run.
Improved Grab (Ex): To use this ability, the razorwire golem must hit a Medium or smaller creature with a rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A razorwire golem deals automatic rake damage with a successful grapple check against Medium or smaller creatures.
Rush (Ex): Once per minute, the razorwire golem can take a move action to move at a speed of 60 feet, or climb at 40 feet.
Trip (Ex): A razorwire golem that hits with a rake attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the golem.
Blindsight (Ex): Razorwire golems can ascertain prey by vibration within 60 feet.
Immunity to Bludgeoning (Ex): Bludgeoning weapons, even magic ones, deal no damage to a razorwire golem. The golem likewise is immune to falling damage.
Immunity to Magic (Ex): Razorwire golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire-based effects (including heat metal) haste them for 1 round, and cold-based effects slow them for 1 round. The spells make whole and fabricate compress a razorwire golem into a space no more than 5 feet on a side, so that it loses reach and improved grab for 1d3 rounds.
Vulnerability to Rust (Ex): A razorwire golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Skills: Razorwire golems have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
The exact method of constructing razorwire golems has been lost to time, and many demon princes would go to great lengths to reward the person who rediscovered it for them. What is known is that a razorwire golem’s body is spun from 400 pounds of mithral-alloyed steel, which costs 1,500 gp. The creator must mummify the decapitated head of a ghaele in a bundle of barbed cords and wires that, when finished, serves as the golem’s “heart.” (The secret of this mummification has not yet been found.) Assembling the body requires a successful Craft (metalworking or weaponsmithing) check (DC 19).