# Wicker Man
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d8 (×2)
> >Melee/Ranged: +19/+9
> >Secondary: +14/+4
> >Multiattack: +17/+7
> >M/R_PA: +19/+9
> >2nd/PA: +14/+4
> >MA_PA: +17/+7
> >Itterative: 3
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +9; StrPA2H: +13; StrPAOH: +4
> > xDCs:: Str: 25; Dex: 15; Con: 16; Int: 16; Wis: 16; Cha: 11
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Wicker Man</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Fiend Folio</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Huge Construct
**Init** -1
**Perception** +0
#### defense
**AC** 15, 7 touch, 16 flat-footed (-1 Dex, +8 natural, -2 size)
**hp** 100 (12d10+40)
**Fort** +4, **Refl** +3, **Will** +4
**Feint** —, **Demoralize** —
**Immune** fire, magic, piercing
#### offense
**Speed** 40 ft. (cannot run)
**Melee** 2 slams +19 (2d8+9 plus grab)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** encage, hardness, immunity to magic, immunity to piercing
#### statistics
**Str** 29, **Dex** 8, **Con** —, **Int** —, **Wis** 10, **Cha** 1
**BAB** +12, **CMB** +23, **CMD** 32, **TA** +19, **RTA** +9
**Skills** Perception +0
**Languages**
#### special abilities
### Encage (Ex)
A wicker man can attempt to encage foes of Large or smaller size by making a successful grapple check. Victims of this attack are tossed inside the wicker man's chest cavity. The wicker man deals no damage to foes thus encaged unless it has been set aflame (see Flammable Body, below). An encaged foe can force its way out with a successful opposed grapple check (grapple bonus +26). An encaged victim can also cut its way out by using claws or a light slashing weapon to deal 20 points of damage (AC 14), or with a successful Escape Artist check (DC 20). If a creature cuts its way out, the wicker reknits; another encaged opponent must cut its own way out. A wicker man's interior can hold 3 Large, 6 Medium-size, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine opponents.
### Hardness (Ex)
A wicker man has hardness 5. Subtract 5 points from all damage the wicker man would take.
### Immunity to Magic (Ex)
Wicker men are immune to all spells, spell-Like Abilities, and supernatural effects, except as follows. A warp wood or wood shape spell opens its cage door for 1 round. Being in the area of an entangle spell when it is cast heals a wicker man of 2d8 points of damage. Fire and fire-based effects engage the wicker man's flammable body ability.
### Immunity to Piercing (Ex)
Piercing weapons, even magic ones, deal no damage to a wicker man. A wicker man follows the commands of its creator, killing or capturing as instructed. The wicker man's creator can command the construct if it is within 60 feet and it can see and hear its creator. When not being given an order, a wicker man generally follows the last order it received to the best of its ability, though if attacked it returns the attack. Its creator can give a wicker man a simple program to follow in her absence, such as 'Capture four people and return,' or 'Remain here and attack all who come near.'
#### ecology
**Advancement** 13–19 HD (Huge); 20–36 HD (Gargantuan)
A wicker man is a huge, hollow structure of branches and vines crudely woven into the form of a human. A tall crown of twigs juts up from its featureless head, and its arms end in massive bundles of sharp branches that it uses to snatch up creatures and to toss them through the cage door in its chest. A wicker man is usually created for a festival by a druid or cleric in a community that reveres a deity such as Nerull. During these festivals, criminals and other undesirables are locked within the wicker man, and it is set aflame. If no such person is avail- able, the people of the village sometimes seek to entice a foreigner to the site of the sacrifice. On those rare occasions when a sacrificial victim escapes, a druid can sometimes find the power to animate a wicker man after a suit- able sacrifice of innocents. The druid then sends out the wicke