# Ironmaw
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tendrilMelee/Ranged: +17/+6
> >Secondary: +12/+1
> >Multiattack: +15/+4
> >M/R_PA: +14/+3
> >2nd/PA: +9/-2
> >MA_PA: +12/+1
> >Itterative: 2
> > xDmg:: Str: +10; Str2: +15; StrOH: +5; StrPA: +16; StrPA2H: +24; StrPAOH: +8
> > xDCs:: Str: 26; Dex: 15; Con: 22; Int: 13; Wis: 17; Cha: 18
> > xFeat:: 5/6 (1)
> >
> >
> > xLang:: 0/0 (0)
<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** +5
#### defense
**AC** 25, 7 touch, 26 flat-footed (-1 Dex, +18 natural, –2 size)
**hp** 120 (12d8+72)
**Fort** +14, **Refl** +3, **Will** +5
**Feint** 20, **Demoralize** 23
**DR** 15/magic slashing; **SR** 24
**Immune** cold, electricity; **Resist** acid 10, sonic 10
#### offense
**Speed** 10 ft.
**Melee** tendril +12 (1d8+6/19-20 plus grab), bite +12 (1d6+6)
**Space** 15 ft., **Reach** 15 ft. (60 ft. with tendril)
**Special Attacks** engulf, illness, tendrils, tendrils, wounding
#### 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), [[Power Attack]]
**Skills** Perception +5, Stealth +10
**Languages**
#### special abilities
### Engulf (Ex)
As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, it is not entitled to a saving throw. A victim that does not attempt an attack of opportunity must make a Reflex save (DC 15) or be engulfed; on a success, the victim is pushed back or aside but not freed from attached tendrils). An engulfed creature takes 2d6+10 points of bludgeoning damage within an ironmaw's trunk each round and must hold its breath or begin to suffocate.
### Illness (Ex)
An ironmaws tendrils can sap an opponent's health. Anyone caught by a tendril must succeed on a Fortitude save (DC 22) or take 1d6 points of Constitution damage.
### Tendrils (Ex)
An ironmaw can attack with its four tendrils from up to 60 feet away. Anyone struck by a tendril takes damage, loses blood, may suffer illness, and risks being drawn toward the ironmaw's trunk.
### Tendrils (Ex)
The ironmaw using a tendril to grapple is not considered grappled, and can freely grab one creature of huge or smaller size in each of its tendrils. It gains a +4 bonus to attack with its bite against creatures grappled by its tendrils. A tendril can be severed by attacking the tendril (AC 23). Each tendril has 13 hit points.
### 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). The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).
#### 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 spottedby a trained observer. No other wildlifegoes near its “home,” and the groundis often littered with the remains ofthe creature’s past victims. But mostcreatures never know they’re near anironmaw until it strikes.An ironmaw stands 20 to 30 feethigh. It closely resembles an oaktree, although its green leaves are cov-ered with tiny splotches the color offresh blood. Its tendrils are kept wrappedaround its upper trunks when not in use,and its mouth remains closed until it attacks.An ironmaw tends to stay in one place for anextended period of time. It attacks anything that comes withinrange of its tendrils, even if it has recently fed. Ironmaws usu-ally relocate only when a stand grows large enough that thereisn’t enough food to support them all, at which point one ormore of the creatures will move togreener pastures.Ironmaws speak Abyssal.