Wicker Man (CR 11)

Huge Construct
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak


AC: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Hit Dice: 12d10+40 (106 hp)
Fort +4, Ref +3, Will +4
Speed: 40 ft. (cannot run)
Space: 15 ft./15 ft.
Base Attack +9; Grapple +26
Attack: Slam +16 melee
Full Attack: 2 slams +16 melee
Damage: Slam 2d8+9
Special Attacks/Actions: Encage, improved grab
Abilities: Str 29, Dex 8, Con -, Int -, Wis 10, Cha 1
Special Qualities: Construct traits, fire immunity, flaming body, hardness 5, immunity to magic, immunity to piercing
Feats: -
Skills: -
Advancement: 13-19 HD (Huge); 20-36 HD (Gargantuan)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: -

Source: Fiend Folio

Encage: A wicker man can attempt to encage foes of Large or smaller size by making a successful grapple check. Victims of this attack are tossed inside the wicker man's chest cavity. The wicker man deals no damage to foes thus encaged unless it has been set aflame (see Flammable Body, below). An encaged foe can force its way out with a successful opposed grapple check (grapple bonus +26). An encaged victim can also cut its way out by using claws or a light slashing weapon to deal 20 points of damage (AC 14), or with a successful Escape Artist check (DC 20). If a creature cuts its way out, the wicker reknits; another encaged opponent must cut its own way out. A wicker man's interior can hold 3 Large, 6 Medium-size, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine opponents.

Improved Grab (Ex): If a wicker man 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 +26). If it gets a hold, it can encage the foe with another successful grapple check. Alternatively, the wicker man has the option to conduct the grapple normally, or simply use its arm to hold the opponent (-20 penalty on grapple check, but the wicker man is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Construct Traits: A wicker man is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires 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 damage to itself but can be healed through repair. It cannot be raised or resurrected. A wicker man has darkvision (60-foot range).

Flaming Body (Ex): When exposed to fire, a wicker man becomes sheathed in flames. (The construct is not damaged by these flames because of its fire immunity.) Anyone within 30 feet of a flaming wicker man must make a successful Fortitude save (DC 16) or take 1d6 points of fire damage from the intense heat. Treat this effect as a burst that continually radiates from the creature. Anyone touched by a flaming wicker man must succeed on a Reflex save (DC 16) or take 2d6 points of fire damage. Foes grappling with a flaming wicker man take 4d6 points of fire damage, and foes encaged within a wicker man while it is flaming take 6d6 points of fire damage each round. (Thus, a foe encaged within a flaming wicker man that attempts escape by grappling would take 6d6 points of fire damage on the wicker man's initiative count and another 4d6 points of fire damage when the foe makes a grapple attempt to escape on its initiative count.) A wicker man set afire flames for 10 minutes. After it has finished flaming, it cannot be relit by fire or fire-based effects until 5 rounds have passed.

Hardness (Ex): A wicker man has hardness 5. Subtract 5 points from all damage the wicker man would take.

Immunity to Magic (Ex): Wicker men are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A warp wood or wood shape spell opens its cage door for 1 round. Being in the area of an entangle spell when it is cast heals a wicker man of 2d8 points of damage. Fire and fire-based effects engage the wicker man's flammable body ability.

Immunity to Piercing (Ex): Piercing weapons, even magic ones, deal no damage to a wicker man.

A wicker man follows the commands of its creator, killing or capturing as instructed. The wicker man's creator can command the construct if it is within 60 feet and it can see and hear its creator. When not being given an order, a wicker man generally follows the last order it received to the best of its ability, though if attacked it returns the attack. Its creator can give a wicker man a simple program to follow in her absence, such as "Capture four people and return," or "Remain here and attack all who come near."