the Noose Golem for Labyrinth Lord and the Gundroid for Mutant Future.
Please see The Other Side Blog for details on Monstrous Mondays
and The Savage After World Blog for Mutated Mondays.
No. Enc.: 1d4 (1d4)
Movement: 60' (20')
Armor Class: 3
Hit Dice: 5
Attacks: 5 (nooses)
Damage: 1d4 (per noose)
Hoard Class: None
Noose Golems are often created as assassins by evil magic-users. They have all the special attributes of both golems and undead, meaning they may move silently and are immune to mind effecting spells such as hold, charm or sleep. They can be turned as undead, however.
They may attack five separate victims up to ten feet away. Their nooses choke victims when they successfully attack, and deal 1d4 hit points of damage each per successive round. For each noose that is choking a victim, the victim suffers a cumulative attack penalty of -1.
A noose can be cut off if a total of 6 hit points or more is dealt with one blow.
Blunt weapons will only do half damage to a noose golem.
Hit Dice: 50
Armor: Reactive (AC 1)
Sensors: Class VI
Mental Programming: Programming
Accessories: Weapon Mounts (7), X-Ray Sensors, Self-destruct System
Weaponry: Arm Mounted Maser Rifles (4), Arm Mounted Stun Pistols (2), Head Mounted X-Laser Rifle