# Wicker Man
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<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
**Senses** darkvision 60 ft., low-light vision; **Perception** +0
#### defense
**AC** 15, 7 touch, 16 flat-footed (-1 Dex, +8 natural, -2 size)
**hp** 106 (12d10+40)
**Fort** +4, **Refl** +3, **Will** +4
**Feint** —, **Demoralize** —
**Defensive Abilities** hardness 5,
**Immune** construct traits, fire, magic, piercing weapons
#### offense
**Speed** 40 ft. (cannot run)
**Melee** 2 slams +19 (2d8+9 plus grab)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** encage (AC 14, 10 hp)
#### statistics
**Str** 29, **Dex** 8, **Con** —, **Int** —, **Wis** 10, **Cha** 1
**BAB** +12, **CMB** +23, **CMD** 32, **TA** +19, **RTA** +9
**Skills** Perception +0
**SQ** flammable
#### special abilities
### Encage (Ex)
If a wicker man beings its turn with a creature grappled, it can transfer that creature into its cage with a successful grapple check. The creature becomes entrapped within the wicker man's body, and the wicker man no longer has the grappled condition. An encaged foe is grappled, but can escape the cage with a successful grapple check, or by breaking its way out with a slashing or bludgeoning weapon. A wicker man's interior can hold 3 Large, 6 Medium-size, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine opponents.
### Flammable (Ex)
When exposed to fire, a wicker man ignites with surprising speed and intensity. Creatures within 30 feet of the wicker man take 1d6 fire damage at the start of its turn. Any creature who hits the wicker man with a melee attack, or is hit by the wicker man, takes 2d6 fire damage and must succeed on a DC 15 Reflex save or catch on fire. Creatures who start their turn engaged in a grapple with a wicker man take 4d6 fire damage and automatically catch fire. Creatures who begin their turn caged within a wicker man take an additional 6d6 fire damage (in addition to the 4d6 fire damage for being grappled) and automatically catch fire. Creatures encaged within a burning wicker man cannot breathe, and thus cannot speak or cast spells with verbal components.
A wicker man burns for 10 minutes if it is not extinguished.
### Immunity to Magic (Ex)
A wicker man is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
- A _warp wood_ or _wood shape_ spell opens its cage door for 1 round, removing the grappled condition from any creatures encaged.
- Being in the area of an _entangle_ or similar spell when it is cast heals a wicker man of 2d8 points of damage.
- Fire spells and fire-based effects engage the wicker man's flammable ability.
#### ecology
**Terrain** Any land
**Organization** Solitary
**Treasure** None
**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 available, 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 suitable sacrifice of innocents. The druid then sends out the wicker man to retrieve the escapee.
### Combat
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.”
### Construction
A wicker man is made from green vines and branches cut from ancient oak and darkwood trees; the total weight of these materials must be at least 800 pounds.
A wicker man costs 70,000 gp to create, which includes 3,000 gp for the wood and 20,000 gp for special alchemical herbs and oils that must be used to treat the wood. Assembling
the body requires a successful Craft (woodworking) check (DC 17) and a successful Craft (alchemy) check (DC 15).
The creator must be 16th level and able to cast divine spells. Completing the ritual requires _entangle_, _liveoak_, and _protection from energy_.