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Ironmaw

Huge Plant, Neutral Evil

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Description

(from Planescape: Monstrous Compendium Appendix II - 1995):


There are layers of the Abyss where the plants’re just as dangerous as the tanar’ri. Travelers tell of vast, steaming jungles filled with poisonous blooms or flesh-eating fungi, of woodlands that appear normal but are laced with deadly killers, and other sinister threats. Ironmaws’re one of the deadliest of the whole lot. Worse yet, they’ve spread throughout the Lower Planes and even onto the Outlands. A body’s well-advised to be careful of where he makes his camp, or he might wake up in the dead-book.


In their natural form, ironmaws look like gnarled old oaks, leafless and dead, Their trunks and limbs are much thicker than they ought to be for the ironmaw’s height, but a basher who’s not familiar with the wilderness’d only notice something wrong with the ironmaw about 25% of the time. Bloods like rangers, elves, or druids spot an ironmaw in its natural shape with a single glance 75% of the time.


On closer inspection, some of the twisted limbs of the ironmaw are clearly much longer than they should be; the tree bends and contorts its striking limbs to conceal their true length. At closer range it’s also possible to spot the ironmaw’s jagged mouth, a 2-foot-long crevice in its lower trunk lined with sharp knife-edged ridges of bark. Normally, the ironmaw’s mouth is closed so tightly the crevice disappears into the normal folds and ridges of its bark. A cutter close enough to see these details gets a second roll to notice something wrong (see above), but unfortunately he might be within striking distance already.


With all that said about the ironmaw’s natural form, it’s worth mentioning that most of an ironmaw’s victims never see its natural form; the creature’s a master of disguise and can make itself look like almost any medium-size deciduous tree. Ironmaws use this ability to waylay travelers or prey on game trails, striking at animals that never even know they’re near.


Combat: An ironmaw’s camouflage ability allow it to slowly grow false leaves and change the color and texture of its bark to match the forest around it. It takes anywhere form 2 to 5 days for an ironmaw to match perfectly, but when it’s completely camouflaged the ironmaw’s victims suffer a -4 penalty to their surprise checks. (Victims who just don’t spot an uncamouflaged ironmaw suffer the same penalty.)


When an ironmaw strikes, it lashes out with its special attack limbs. Typically, these branches have a reach equal to the ironmaw’s height; an ironmaw’s got 2 to 5 of them. If the ironmaw scores a natural 19 or 20 with one of its limb attacks, it manages to wrap the limb around its enemy and can begin to drag the victim towards its mouth. The limbs are extremely tough - they’re AC -2 and require 15 points of damage from an edged weapon to sever. (This damage doesn’t count against the ironmaw’s total hit points.) A trapped victim could instead attempt a bend bars/lift gates roll to escape the limb’s grasp.


Trapped victims are dragged to the ironmaw’s trunk at a rate of 10 feet per round. Instead of escaping or attacking, a character can dig in his heels and try to resist by making a Strength check. For every point he makes the check by, he’s dragged 1 foot less. For example, a character with a 16 Strength rolls a 13 on his check, making it by 3, so he’s dragged only 7 feet that round.


If an enemy’s close enough to strike at the ironmaw’s trunk, or has been dragged there, he’s close enough to be bitten. The ironmaw’s bite is powerful and dangerous; if it scores a hit, it clamps down on its victim and won’t let go until either it or its prey is dead, automatically scoring bite damage each round. Once again, a successful bend bars/lift gates roll allows a character to pull free of the tree.


An ironmaw’s trunk and bark are nearly as dense as iron. It’s immune to damage from Type B weapons. Ironmaws do have one weakness: fire. Searing any limb with open flame causes it to release its victim, and menacing its trunk with a torch releases a victim hld io its mouth. An ironmaw won’t try to entangle a character wielding open flame, but it might still use its limbs to slap or strike at him in an attempt to keep the flame away.


Habitat/Society: Ironmaws aren’t social creatures; fully-grown trees normally uproot and destroy saplings nearby so that they won’t have to share their hunting grounds. However, in parts of the Lower Planes, it’s possibe to find several ironmaws clustered around a particularly rich area. Some fiends also try to plant ironmaws to guard passageways or other accesses to their lairs, but unless it’s well fed an ironmaw’s likely to wander off in search of food.


Ironmaws’re malicious and ill-tempered things that attack any creature that passes by. They’re surprisingly cunning, and often wait patiently for all potential prey to wander into strikeing range before attacking.


Ecology: Ironmaws prey indisriminately on all animal life. Their appetites appear to be nearly endless; ironmaws attack no matter how recently they’ve fed or how hungry they really are. They’re incapable of photosynthesis and rely on hunting to keep them alive; but a hungry ironmaw can survive on carrion. Although ironmaws gain no energy from sunlight, they’re much more active in daytime than they are at night.


Ironmaws appear to be parthenogenetic, and produce a bud every 3 to 7 years. The parent ironmaw plants its offspring near a recent kill and then abandons it. After it consumes this first meal (mostly while still a tiny sapling), the young ironmaw grows much like a normal tree for several years, producing true leaves and feeding via photosynthesis, before losing its foliage and beginning its predatory habits.




(from 3rd Edition Fiend Folio - 2003):


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 creature’s 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.


Combat: 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 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). 


Plant Traits (Ex): An ironmaw is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. An ironmaw also has low-light vision. 


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.





(from Dragon Magazine #308 - 2003):


DEMON FORESTS: THE ECOLOGY OF THE IRONMAW (by Skip Williams):


Adventurers and sages familiar with the denizens of the Outer Planes have long been aware of the deadly ironmaw, an insatiable predatory plant from the Infinite Layers of the Abyss. The creature gets its name from its most ghastly feature: a gaping maw capable of engulfing an ogre in one gulp and crushing the victim in an inexorable grip, like a massive iron vise.


The ironmaw remained virtually unknown on the Material Plane until recent decades, when it managed to establish itself in the forests of the Material Plane, probably from seeds unwittingly carried out of the Abyss by adventurers. Although if remains fairly rare, an ironmaw can turn the most idyllic-looking glade into a sinister and dangerous place.


An ironmaw has a certain low cunning and the ability to speak Abyssal, but it usually concerns itself with securing a steady supply of food and Thinks of little else. It has no taste for vegetable matter or carrion but otherwise will eat virtually anything - and it is always hungry. Anyone who attempts to parley with an ironmaw had best stay alert. Although simpleminded, it is fully capable of lying to draw a potential meal within reach of its grasping tendrils.


Ironmaws in the World:

Today, ironmaws can lurk in almost any locale on the Material Plane where trees grow. Although they can with¬ stand arctic cold, they prefer temperate or tropical climes, where prey is more plentiful and where they can


pose innocuously as the broadleaf trees they resemble. Although primarily a forest dweller, the ironmaw can also be found in swamps, hills, and even mounrain valleys, always in the company of tall trees.


Travelers returning from the Abyss relate tales of dense stands containing dozens or even hundreds of the monsters. Ironmaws living under these conditions stay on the move almost constantly, each one trying to shuffle to the edge of the stand, the only position from which it has any real hope of capturing prey. Thus they creep across the Abyssal landscape like great, dark amoebas flowing in ever-changing shapes and occasionally splitting into smaller masses. Any creature unfortunate enough to stumble into one of these awful groves usually dies within seconds to sudden deadly strikes by the ironmaws’ tendrils. The creatures then squabble over the corpse, literally tearing it to bits as each tries to obtain a morsel of flesh for itself.


On the Material Plane, ironmaws are largely solitary, although they can be found in pairs or small stands of up to half a dozen trees. They usually gather to mate or to take advantage of a rich hunting area. Once a stand contains about six individuals, however, one or more shuffle off in search of better opportunities.


Because of its insatiable appetite and evil nature, an iron maw is seldom a welcome addition to any sylvan neighborhood. Nearby elves who become aware of its presence quickly mount an expedition to eradicate it, Druids often react the same way, despite their live-and-let-live mindset - an ironmaw can quickly drive off or kill an area’s game, thus disrupting the natural cycles of the forest. Centaurs, dryads, nymphs, and even the usually playful and carefree sprites are similarly hostile, although they often lack the magical power needed to defeat the creature. They usually keep a close watch on the ironmaw lest it approach a settlement, then either altempi to discourage it or seek help. One effective tactic is to throw a cordon around the slow-moving plant and drive off all the local animals, thus depriving the ironmaw of prey and encouraging it to move elsewhere.


Green dragons also resent the presence of such capahle predators in their territories, but occasionally one forges an alliance of sorts with an ironmaw. Protected by its mobility, breath weapon, and magical power — not to mention its sheer size - the dragon can sometimes intimidate or bribe the creature into serving as a guardian for its lair. The ironmaw is content to serve so long as the dragon brings it food regularly (very few beings willingly approach a dragon’s lair, and they are even less likely to do so with a voracious ironmaw around). Such arrangements seldom last long, since the dragon eventually grows tired of fetching live prey for its servant Even if a dragon does not press an ironmaw into service, it often keeps dose tabs on the creature. Ironmaws have little interest in treasure, and most dragons aren't above picking up any baubles lefl behind as the ravenous tree roams about the forest.


Life Cycle:

The ironmaw developed its taste for flesh in the Abyss, where sunlight is unreliable at best and soils are notoriously poor. Even when growing in a fertile zone on the Material Plane, an ironmaw craves flesh, bone, and blood for sustenance and reproduction, Although often able to survive on good soil and sun alone, it is insatiably hungry by nature and needs an extra energy boost to produce fruit and seeds.


Ironmaws produce hanging clusters of dark brown flowers that give off a stink like that of carrion. Every ironmaw has both male and Female flowers and is capable of reproducing on its own, but stands often gather to cross-pollinate. An ironmaw transfers pollen from flower to flower using its Tendrils. Once pollinated, the blooms develop into clusters of dark brown fruit resembling acorns, retaining their foul odor. The fruit tastes just as bad as it smells, and it is too acrid for humans to eat unless first cured in lye. Even then it tastes like rotten meat.


When cast on the ground and watered with blood, a fruit sprouts within a few weeks. An ironmaw seedling resembles an adult but is dangerous only to Fine and Diminutive creatures, A seedling can take anywhere from a few months to a few years to reach adult size, depending on how much food it gets.


Natural Weaponry:

An ironmaw possesses a mighty arsenal of natural weaponry, which includes its tendrils and powerful maw.


Tendrils: An ironmaw’s four thorny tendrils are formidable weapons. The crearture wields them like very long whips or flails. A full-grown ironmaws tendrils can grow to 120 feet long (1d6 x 10 + 60 feet); however, the creature can only manage attacks with lengths of tendril up to 60 feet. The excess coils remain hidden in its upper branches, allowing the ironmaw to pay out extra length when making a melee attack, should a tendril be severed. This gives it a natural reach of 60 feet.


A tendril deals an average of 17 points of damage (2d6+10) on a hit, and that alone makes it dangerous to many creatures. Its many thorns and barbs deal piercing and bludgeoning damage, and It threatens a critical hit on an attack roll of 19 or 20. However, an ironmaw's tendril delivers more than mere damage. It also digs into the flesh, becoming attached like a burr in a dog's fur. Sticky sap adheres to clothing and equipment, anchoring the tendril all the more securely. Whenever an ironmaw begins its turn with a tendril attached to an opponent, it automatically deals tendril damage and drags that creature 10 feet closer to itself, possibly drawing the opponent info its crushing maw (see below).


The moment the tendril strikes and attaches specialized spines inject virulent spores into the opponent's bloodstream, These spores have a powerful anticoagulant effect, causing the wound to bleed profusely and dealing an additional 3 points of damage each subsequent turn. This damage occurs at the beginning of the ironmaw's turn in the initiative order and continues each round until the wounded creature dies or the wound is treated. The bleeding can be stopped only by a Heal check (DC 10) or the application of any cure spell or other healing magic {heal, healing circle , or the like). Each hit by a tendril causes another wound. The Ironmaw's blows also have a sickening effect on the victim, dealing id6 points of Constitution damage as the ironmaw feasts on its blood. Severing a bloodfilled Tendril releases a gory spray of crimson from the cut. This doesn’t do any extra harm to the ironmaw, but it looks impressive.


Breaking free from a tendril is difficult. To do so, rhe opponent must make an Escape Artist check (DC 25) or a Strength check (DC 26), or deal 13 points of damage to the tendril with a single blow from a slashing weapon (AC 22).


Maw: An ironmaw can use its namesake feature to deliver bite attacks. The creature’s bite isn't nearly as formidable as its tendrils, but it deals a respectable 9 points of damage on average (1d8+5). The real danger comes when the ironmaw manages to drag a foe into bite range with a tendril. When it tries to bite a creature that has at least one tendril attached, it gets a +4 bonus on its attack roll.


If the ironmaw drags a Large or smaller foe into its own space, it attempts to engulf the creature. The foe is allowed a Reflex save (DC 15) to avoid the maw. If the save succeeds, the foe is pushed either back to where it began the turn or into any space adjacent to the ironmaw (the ironmaw chooses the space). Any tendrils attached to the foe remain attached. If it fails the save, the foe is deposited in the crushing maw, where it is forced into the ironmaw's hollow, fluid-filled trunk. The ironmaw detaches any tendrils attached fo the engulfed foe.


The trees digestive juices are too weak to cause any immediate harm to an engulfed foe, but the victim must hold its breath or begin to drown. The trunk, however, acts like an enormous gizzard, grinding up fhe ironmaw s food and dealing 2d6+10 points of bludgeoning damage each round to the creature within.


An ironmaw's trunk can hold one Large, two Medium, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine creatures. Creatures killed inside the trunk are completely consumed after about an hour, at which time the ironmaw expels any indigestible matter.


The ironmaw might also engulf creatures it has killed with its tendrils, stor¬ ing them for several days until it can "plant" them around an ironmaw seed. About a week after planting, the seeds sprout into ironmaw saplings, which feed off the corpses planted with them and reach maturity within a month.


Ironmaws in Combat:

Because it is virtually immobile, an ironmaw hunts by ambush. Despite being fairly stupid and always hungry, the creature exhibits considerable guile and patience. It first chooses a locale where prey is likely to approach: Springs, fords, game trails, salt licks, and areas of young, tender growth all attract wildlife and make prime hunting grounds for ironmaws. More daring specimens lurk near roadsides, bridges, and campsites, hoping to ambush unwary people.


An ideal spot has many broadleaf trees of about fhe ironmaw’s height (20 to 30 feet for a mature individual) and a clear area nearby. The ironmaw hides among the trees and uses its tendrils to attack anything that enters the clear area. The edge of a woodland meadow serves its purposes well.


Given its lack of mobility, an ironmaw would seem to have few options in combat. Its incredible reach, however, gives it flexibility. It threatens everything within 60 feet and can make attacks of opportunity within that area, and it can easily attack multiple foes even when they are scattered.


An inexperienced ironmaw lashes out whenever anything comes within range. An older, more crafty specimen usually waits until prey gets closer, usually about 40 feet away, especially when several opponents approach in a group. This ensures that fhe ironmaw can attack any of its foes and makes it more difficult for them to withdraw out of reach.


In either case, the ironmaw tries to attack before its opponents can spot it. If it manages to get surprise (quite likely given its excellent ability to hide among the trees) the ironmaw makes its single attack against the closest foe.


This generally assures it of a clear fine of sight and also Forces the foe's companions (if any) to move closer if they want fo help free their comrade from an attached tendril.


When an using its first full attack action against a group, an ironmaw usually lashes at three or four different foes, starting with the creatures closest to itself. Although this tactic dilutes the ironmaw’s offensive power, it also blunts any countermeasures, since each opponent struck has to deal with a bleeding wound and an attached tendril. On subsequent rounds, with one or more foes so occupied, the creature uses its free tendrils against any who are still free, starting with those who are trying to assist their comrades.


If reduced to less than 25% of its original hit points, an ironmaw often switches tactics and directs all its free tendrils against the foe that has hurl it the most. This tactic works well, since the Constitution loss from multiple tendril hits can kill a single creature outright.


Whenever a foe succumbs to an ironmaw 5 tendril attack, its Great Cleave feat comes into play. It detaches the tendril to make another melee attack, usually against fhe closest foe who does not already have a tendril attached.


An ironmaw seldom tries to flee from combat, knowing that it cannot outrun anything with its land speed of 10 feet. But if it is being harried from beyond its reach by ranged weapons or spells, it has sense enough to withdraw or at least seek cover.


Ironmaw Group Tactics:

When a pair or stand of ironmaws fight together, they usually do not bother to coordinate. Instead, they stand 5 to to feet apart in a circle with a diameter of 40 to 50 feet. The creatures usually hold their attacks until they are spotted or until opponents come within reach of at least two individuals. Once the battle commences, each ironmaw generally follows the tactics described above.


Frequently, tendrils from rwo or more ironmaws become attached fo the same foe. When this occurs, all of them try ro drag the creature toward themselves. To decide which one wins fhe resulting tug-of-war, first look for a space that is 10 feet closer to all the ironmaws involved. If no such space is available, find a space 10 feet closer to at least one of the competing ironmaws and nor farther away from any other. If there is no such space, all the ironmaws make opposed Strength checks (it any individual has more than one tendril attached, it gains a +2 circumstance bonus on the check for each extra tendril). The loser must detach its tendrils, and the remaining ironmaws repeat the process unlit there is a legal space to move the creature or until only one ironmaw has tendrils attached to it.


Fighting an Ironmaw:

Often, the best way to deal with an ironmaw is to avoid the creature.


In theory, a trained observer can easily recognize an iron maw's territory. This is true, to an extent. When an ironmaw has remained in one place for a while, Ihe area becomes littered with indigestible bits from its previous victims, such as scraps of fur. If the ironmaw has battled intelligent creatures, it leaves behind pieces of their equipment, particularly metal and wooden items, coins, gems, cloth, and leather, which the ironmaw either cannot digest or does not care to eat. However, all this detritus is easily overlooked among the natural litter and brush that covers most forest floors.


The Spot DC to notice telltale debris in an ironmaw’s vicinity is 20. Even If successful, the check merely reveals its presence, not its significance. A Survival check (DC 15) allows the observer not only to notice the refuse bur also to realize that some predatory creature has fed and left it behind. A character who successfully spots the debris can attempt a Knowledge (nature) check (DC 15) to come to the same conclusion.


Even when scanning the area upon noting the debris, a party might overlook the ironmaw's presence. They must make Spot checks opposed by the ironmaw's Hide (which is excellent within a wooded area) to actually see the creature. Even then, it resembles an oak tree distinguished only by blood-red


splotches on the leaves, A druid can immediately recognize the ironmaw as an unnatural plant. A Knowledge (planes) (DC 20), Knowledge (nature) (DC 15), or bardic knowledge (DC 25) check confirms its true nature-and, of course, characters might recognize it from their own experience.


The wary might loose an arrow or other ranged attack at the odd-looking tree. This usually motivates it to strike if there is a foe within reach, even if the ranged attack misses or fails to overcome the iron maw’s damage reduction. If no foes are within reach, the creature wails a round or two, hoping someone will move in for a closer look.


Stay Back If You Can:

Given an ironmaw's extremely slow speed, an obvious combat tactic is simply to stay out of reach and hurl spells and ranged attacks, However, this is easier said than done.


An ironmaw has impressive damage reduction, rendering if all but immune to ranged weapons with less than +3 magical enhancement. Since most char¬ acters focus on melee combat, sufficienrly powerful ranged weapons are seldom available. A greater magic weapon spell can make up lor this lack nicely. Even so, expect to spend a long time pumping arrows into an ironmaw before it succumbs. If you are in a thickly overgrown area, chances are the ironmaw can get cover from the surrounding trees, making the task of bringing it down with ranged attacks even more laborious. Also keep in mind that the creature is not completely immobile. It can cover 20 feet a round with a double move, or 40 feet if it runs, requiring a minimum distance of 105 feet to be entirely safe from an ironmaw's ailacks. While it is difficult to run through a forest, an open space is much easier — ironmaws lurk near clearings and meadows for a reason.


When playing cat-and-mouse with an ironmaw, keep an eye out for others lurking nearby. If you allow one ironmaw to occupy your attention, another just might creep into range unnoticed.


Going Toe to Root:

Defeating an ironmaw with melee attacks usually takes much less time than a ranged assault, but it entails far more risk.


It doesn't pay to be timid in dose combat with an ironmaw. Move in quickly so rhai ii gets few chances to use its tendrils. Also, send in as many attackers as possible so that no one opponent faces alt the creature's tendrils. Should the ironmaw manage to attach a tendril to a comrade, don't be in too great a hurry to free the character unless you intend to flee. Constitution damage occurs only when a tendril first hits and attaches. Breaking free only invites another tendril attack along with another bleeding wound and more Constitution damage, If a party member is snared within 15 feet of the ironmaw, however, try to sever every tendril as soon as it attaches. You don't want anyone engulfed.


Once you get close enough for melee, plan to stay there until you get the job done. Almost anyone can outrun an ironmaw. but there's no escaping those tendrils when you're within 60 feet of the monster.


Spellslinging:

A typical party's ability to strike effectively at a distance usually rests with its spdlcasters. However, an ironmaw's spell resistance of 30 makes it all but immune to most magical assaults, even from casters with the Spell Penetration feat. Spells that employ cold or electricity are a waste of lime: Ironmaws are immune to these energy types. They are also resistant to acid and sonics. so use fire and force effects if you must cast spells against an ironmaw. It is best to stick with spells that enhance your party, such as greater magic weapon.


Spells that create or conjure allies, such as the various summon monster and summon nature's ally spells, and animate objects, get around an ironmaw's spell resistance. Such allies, however, often cannot overcome the creature's damage reduction and thus can only block or delay its movement. But sending in a first wave of summoned creatures floods the area with more targets than the ironmaw can deal with, allowing the PCs to get within melee range without drawing tendril attacks. Most ironmaws are cagey enough to redirect their tendrils against more dangerous opponents, but this tactic might still buy combatants a little time.


Being evil and extraplanar, an ironmaw is vulnerable to banishing spells such as dispel evil and holy word (even if it grew from a seed planted on the Material Plane). These spells still have to get through its formidable spell resistance, hut the battle is over if they work - and the +4 deflection bonus to AC from dispel evil doesn't hurt either. Comrades who have been engulfed or who have tendrils attached stay behind when the ironmaw is banished back to the Abyss. The banishment spell, of course, is the most effective means of sending an ironmaw packing. Items repellent to an ironmaw include: a pound or more of salt, a pound or more of silver, hairs from a celestial creature or good outsider, fire, and an axe blade. Each extra element improves your ability to overcome the iron maw's spell resistance by +1 and also raises the spell's save DC by 2, so try to use as many as you can.


ALTERNATE STATISTICS:

The statistics below represent a juvenile ironmaw. The standard monster description can be found in the Fiend Folio .


Ironmaw Seedling: CR 10: Large plant (Extraplanar); HD 8d8+32; hp 68; Init -1; Spd io Ft.; AC 21, touch 9, flat-footed 21; BAB +6; Grap +16: Atk +12 melee (1d8+6 4 tendrils/crit 19-20) and +7 bite (id6+3); Face/Reach: 10 ft./io ft, (40-foot reach with tendrils); SA Attach, engulf, illness, tendrils, wound¬ ing; SG Acid resistance 10, cold immu¬ nity, DR 10/4-2, electricity immunity, plant traits, sonic resistance 5, SR 20: SV Fort +10, Ref +1. Will +3; Sir ££,


Dex 9, Con 19, Int 4, Wis 13, Cha 14,


Skills: Hide +5, Spot +12, Listen +12; Fears: Alertness, Power Attack, Cleave.


Attach (Ex): If an ironmaw hits with a tendril attack, the tendril, in addition to dealing normal damage, attaches to the opponents 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 21) or a Strength check (DC 21). An ironmaw can draw in a creature wilhin to 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 7 points of damage. Severing a tendril does not shorten the Ironmaw s reach; it simply plays out more tendril from its trunk.


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 id6 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.


Wounding (Ex): A wound resulting from an iron maw 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).


Plant Traits (Ex): An ironmaw is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. An ironmaw also has lowlight vision.


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

Alternate Versions

Size

Hero Forge: 5'9" (XL)
Lore: Huge (15-20' tall)
Suggested: Huge to Gargantuan

Other Monikers

None

Appearance

Abilities

- Can camouflage to look like any other type of tree
- Grappling limb attacks drag victims towards toothy maw
- Trunk and limbs extremely tough (like iron)
- Powerful bite attack
- Immune to bludgeoning damage

In their natural form, ironmaws look like gnarled old oaks, leafless and dead, Their trunks and limbs are much thicker than they ought to be for the ironmaw’s height. On closer inspection, some of the twisted limbs of the ironmaw are clearly much longer than they should be; the tree bends and contorts its striking limbs to conceal their true length. At closer range it’s also possible to spot the ironmaw’s jagged mouth, a 2-foot-long crevice in its lower trunk lined with sharp knife-edged ridges of bark. Normally, the ironmaw’s mouth is closed so tightly the crevice disappears into the normal folds and ridges of its bark.

Home Plane

Lower Planes or any woodland

Stat Block

5th Edition:

- 5etools (homebrew tree blight as base)

- DnDBeyond (homebrew tree blight as base)

3.5e:

- realmshelps.net

2nd Edition:

- mojobob's website

Sources

- Planescape: Monstrous Compendium Appendix II (1995)

- Archive.org (Dragon #308 - 2003)

- Fiend Folio (2003)

- mojobob's website

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