# 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).