A roll of twisted barbed wire with pieces of metal forming a plated shell over its upper side in a vague semblance of a large cetipede.
CR 2; XP 6,400
N Small Construct (animate)
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +0
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will +0
Defensive Abilities amorphous, barbed armor, hardness 3, roll up; Immune construct traits
Weakness susceptible to rust
Speed 40 ft., burrow 20 ft.
Melee gore +4 (2d6+1 plus bleed)
Special Attacks bleed (1d4)
Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1
Base Atk +2; CMB +2; CMD 13 (can't be tripped)
Environment urban and ruins
Organization solitary, pair, or swarm (3–12)
Treasure pieces of metal imbued with magic, suitable as components for creation of magic items, such as armor, rings, and items dealing with metal.
Barbed Armor (Ex) Sharp spikes covering the wirepede deal 1d4 points of bleed damage to anyone hitting a wirepede with with unarmed or natural attack, or making a grapple check against it.
Roll Up (Ex) When a wirepede remains motionless, takes a total defense action, or is rendered incapable of action (but not when it is made physically impossible to move, like being petrified), it rolls up into a defensive position. While in such state, a wirepede doubles its hardness and damage inflicted by its barbed armor.
Rust Susceptibility (Ex) A wirepede exposed to a magical rust effect loses its hardness for 1d4 rounds.
Wirepedes form spontaneously out of torn magical mails, discarded rings, wires, scales, and plates accumulated in areas with high ambient magic—such as old battlefields where powerful sorceries were unleashed, abandoned runic forges, and forgotten magical armories. They roam the surrounding areas, scrounging for pieces of metal to incorporate in their bodies, mimicking actions of other mindless vermin. While normally not aggressive, they will lash violently against anyone trying to prevent them from feeding on metal scraps or reclaim their component scraps.
Medium wirepedes (CR 4) have 4 HD, 42 hp, AC 16, Fort +2, Ref +2, Will +2 (including innate +1 resistance bonus), Atk gore +7 (2d8+4 plus 1d6 bleed), hardness 5, and their barbed armor inflicts 1d6 points of bleed.
Large wirepedes (CR 6) have 8 HD, 74 hp, AC 18, Fort +4, Ref +3, Will +4 (including innate +2 resistance bonus), Atk gore +12 (4d6+7 plus 1d8 bleed), hardness 8, and their barbed armor inflicts 1d8 points of bleed.
Huge wirepedes (CR 8) have 12 HD, 106 hp, AC 20, Fort +7, Ref +5, Will +7 (including innate +3 resistance bonus), Atk gore +19 (6d6+10 plus 2d6 bleed), hardness 10, and their barbed armor inflicts 2d6 points of bleed.