| Hit Dice: | 12d8+72 (126 hp) |
| Initiative: | −1 |
| Speed: | 10 ft. (2 squares) |
| Armor Class: | 25 (−2 size, −1 Dex, +18 natural), touch 7, flat-footed 25 |
| Base Attack/Grapple: | +9/+27 |
| Attack: | Tendril +17 melee (Dmg) |
| Full Attack: | 4 tendrils +17 melee (2d6+10/19–20) and bite +12 melee |
| Space/Reach: | 15 ft./15 ft. (60 ft. with tendril) |
| Special Attacks: | Attach, engulf, illness, tendrils, wounding |
| Special Qualities: | Damage reduction 15/magic and slashing, immunity to cold and electricity, plant traits, resistance to acid 10 and sonic 10, spell resistance 30 |
| Saves: | |
| Abilities: | |
| Skills: | Hide +6 (+21 in woods), Listen +14, Spot +13; racial bonuses |
| Feats: | Alertness, Cleave, Great Cleave, Improved Critical (tendril), Power Attack |
| Environment: | Temperate and warm forest, hill, and marsh (Abyss) |
| Organization: | Solitary, pair, or stand (3–6) |
| Challenge Rating: | 13 |
| Treasure: | 1⁄10 coins, 50% goods, 50% items |
| Alignment: | Always neutral evil |
| Advancement: | 13–16 HD (Huge); 17–36 HD (Gargantuan) |
| Level Adjustment: | — |
An ironmaw’s territory is easily spotted by a trained observer, No other wildlife goes near its “home,” and the ground is often littered with the remains of the creatures past victims. But most creatures never know they’re near an ironmaw until it strikes.
An ironmaw stands 20 to 30 feet high. It closely resembles an oak tree, although its green leaves are covered with tiny splotches the color of fresh blood. Its tendrils are kept wrapped around its upper trunks when not in use, and its mouth remains closed until it attacks. An ironmaw tends to stay in one place for an extended period of time. It attacks anything that comes within range of its tendrils, even if it has recently fed. Ironmaws usually relocate only when a stand grows large enough that there isn’t enough food to support them all, at which point one or more of the creatures will move to greener pastures.
Ironmaws speak Abyssal.
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 ironmaw’s 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 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.
Source: Fiend Folio, page 104. Changes applied as per the D&D® v.3.5 Accessory Update.