Ironmaw (CR 13)

Huge Plant (Extraplanar)
Alignment: Always neutral evil
Initiative: -1 (Dex); Senses: low-light vision, Listen +14, and Spot +13
Languages: Abyssal


AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25
Hit Dice: 12d8+72 (126 hp); DR: 15/magic slashing
Fort +14, Ref +3, Will +5
Speed: 10 ft.
Space: 15 ft./15 ft. (60 ft. with tendril)
Base Attack +9; Grapple +27
Attack: Tendril +17 melee
Full Attack: 4 tendrils +17 melee and bite +12 melee
Damage: Tendril 2d6+10 19-20, bite 1d8+5
Special Attacks/Actions: Attach, engulf, illness, tendrils, wounding
Abilities: Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14
Special Qualities: Acid resistance 10, cold immunity, electricity immunity, plant traits, sonic resistance 10, SR 30
Feats: Alertness; Cleave; Great Cleave; Improved Critical (tendril); Power Attack
Skills: Hide +6*, Listen +14, and Spot +13
Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan)
Climate/Terrain: Temperate and warm forest, hill, and marsh (Abyss)
Organization: Solitary, pair, or stand (3-6)
Treasure/Possessions: 1/10 coins, 50% goods, 50% items

Source: Fiend Folio

An ironmaw attacks with its tendrils as soon as prey comes within reach (60 feet). An ironmaw, too slow to flee in almost any circumstance, always fights until it is slain.

Attach (Ex): If an ironmaw hits with a tendril attack, the tendril, in addition to dealing normal damage, attaches to the opponent's body. A tendril draws a stuck opponent 10 feet closer in each subsequent round (no attack of opportunity) unless the opponent breaks free, which requires an Escape Artist check (DC 25) or a Strength check (DC 26). An ironmaw can draw in a creature within 15 feet of itself and bite with a +4 attack bonus in that round. An ironmaw can draw a creature into its space and attempt to engulf it as well. A tendril can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 13 points of damage.

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.

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).

Skills: Ironmaws receive skills as though they were fey. An ironmaw has a +8 racial bonus on Listen and Spot checks. *In wooded areas, an ironmaw has a +15 racial bonus on Hide checks.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.