# Ironmaw Seedling >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slam: 1d6 (×2) > >Melee/Ranged: +11/+4 > >Secondary: +6/-1 > >Multiattack: +9/+2 > >M/R_PA: +9/+2 > >2nd/PA: +4/-3 > >MA_PA: +7/+0 > >Itterative: 2 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +10; StrPA2H: +15; StrPAOH: +5 > > xDCs:: Str: 20; Dex: 13; Con: 18; Int: 11; Wis: 15; Cha: 16 > > xFeat:: 3/4 (1) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Ironmaw Seedling</div> <div class="CR">CR 10 (9,600 XP)</div> <div class="SOU">Dragon #308</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Plant **Init** –1 **Perception** +14 #### defense **AC** 21, 8 touch, 22 flat-footed (-1 Dex, +13 natural, –1 size) **hp** 64 (8d8+32) **Fort** +10, **Refl** +1, **Will** +3 **Feint** 17, **Demoralize** 19 **DR** 10/magic; **SR** 21 **Immune** cold, electricity; **Resist** acid 10, sonic 5 #### offense **Speed** 10 ft. **Melee** 2 slam +8 (1d6+3 plus grab) **Space** 10 ft., **Reach** 10 ft. (40 ft. reach with tendrils) **Special Attacks** engulf, illness, tendrils, tendrils, wounding #### statistics **Str** 22, **Dex** 9, **Con** 19, **Int** 4, **Wis** 13, **Cha** 14 **BAB** +6, **CMB** +11, **CMD** 20, **TA** +11, **RTA** +4 **Feats** [[Alertness]], [[Cleave]], [[Power Attack]] **Skills** Perception +14 **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 1d8+6 points of bludgeoning damage within an ironmaw's trunk each round and must hold its breath or begin to suffocate. ### Illness (Ex) An ironmaw's tendrils can sap an opponent's health. Anyone caught by a tendril must succeed on a Fortitude save (DC 18) or take 1d6 points of Constitution damage. ### Tendrils (Ex) An ironmaw can attack with its four tendrils from up to 40 feet away. Anyone struck by a tendril can take damage, lose blood, suffer illness, and be drawn toward the ironmaw's trunk. ### Tendrils (Ex) The ironmaw using a tendril to grapple is not considered grappled. 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 19). Each tendril has 7 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).