# Ironmaw >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Ironmaw</div> <div class="CR">CR 13 (25,600 XP)</div> <div class="SOU">Fiend Folio pg. 104</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Huge Plant **Init** -1 **Senses** low-light vision; **Perception** +13 #### defense **AC** 25, 7 touch, 26 flat-footed (-1 Dex, +18 natural, -2 size) **hp** 126 (12d8+72) **Fort** +14, **Refl** +3, **Will** +7 **Feint** 20, **Demoralize** 23 **DR** 15/magic and slashing; **SR** 24 **Immune** cold, electricity, plant traits; **Resist** acid 10, sonic 10 #### offense **Speed** 10 ft. **Melee** 4 tendrils +17 (2d6+10/19-20 plus grab and wounding), bite +17 (1d8+10) **Space** 15 ft., **Reach** 15 ft. (60 ft. with tendril) **Special Attacks** blood drain (1d6), swallow whole (2d6+10 bludgeoning damage, AC 19, 12 hp), tendrils #### statistics **Str** 30, **Dex** 9, **Con** 23, **Int** 4, **Wis** 13, **Cha** 14 **BAB** +9, **CMB** +18, **CMD** 27, **TA** +17, **RTA** +6 **Feats** [[Alertness]], [[Cleave]], [[Great Cleave]], [[Improved Critical]] (tendril), [[Iron Will]], [[Power Attack]] **Skills** Perception +13, Stealth +10 **Racial Modifiers** +8 Perception **Languages** Abyssal **SQ** effortless grapple, freeze #### special abilities ### Effortless Grapple (Ex) An ironmaw does not gain the grappled condition while grappling with its tendrils. ### Blood Drain (Ex) An ironmaw's tendrils drain blood at the end of the ironmaw's turn. If a foe is grappled by the ironmaw's tendrils takes, it takes 1d6 points of Constitution damage. ### Freeze (Ex) An ironmaw can hold itself so still it appears to a mere plant. An ironmaw that uses freeze can take 20 on its Stealth check to hide in plain sight as an ordinary oak tree. ### Tendrils (Ex) An ironmaw can attack with its four tendrils from up to 60 feet away. Creatures grappled by an ironmaw's tendrils are not immediately pulled adjacent to the creature, but are moved 10 feet closer with each successful grapple check. A grappled creature who adjacent to an ironmaw can be transferred into the ironmaw's mouth as a move action, and potentially swallowed whole. A tendril can be severed by attacking it. Each tendril has an AC of 23 and 12 hit points. Severed tendrils do no affect the creature's hit point total, and grow back in the course of 1d4 days. ### Wounding (Ex) A wound resulting from an ironmaw's tendril attack bleeds for an additional 3 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round, and so on). Bleeding can be stopped by a successful DC 15 Heal check or through the application of spell the cures hit point damage. #### ecology **Terrain** : Temperate and warm forest, hill, and marsh (Abyss) **Organization** Solitary, pair, or stand (3–6) **Treasure** 1/10 coins, 50% goods, 50% items **Advancement** 13–16 HD (Huge); 17–36 HD(Gargantuan) An ironmaw’s territory is easily spotted by a trained observer. No other wildlife goes near its “home,” and the ground is often littered with the remains of the creature’s past victims. An ironmaw stands 20 to 30 feet high. It closely resembles an oak tree, although its green leaves are covered with tiny splotches the color of fresh blood. Its tendrils are kept wrapped around its upper trunks when not in use, and its mouth remains closed until it attacks. An ironmaw tends to stay in one place for an extended period of time. It attacks anything that comes within range of its tendrils, even if it has recently fed. Ironmaws usually relocate only when a stand grows large enough that there isn’t enough food to support them all, at which point one or more of the creatures will move to greener pastures.