Flooded Caverns · area boss

Ironjaw, the Two-Fang Warchief

the Two-Fang Warchief

A named threat of Flooded Caverns, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.

CR 19 Humanoid_Reptilian · Humanoid 5 / Barbarian 14 resref fcv_ironjaw

Stat block

STR
26
+8
DEX
16
+3
CON
24
+7
INT
10
+0
WIS
13
+1
CHA
12
+1
Hit points
270
Natural AC
8
Skills
Discipline 16 · Hide 10 · MoveSilently 10
Feats
ArmProfLgt, BarbEndurance, BarbarianRage2, Dodge, KnockDown, UncannyDodge1, UncannyDodge2, WeapProfCreature, WeapProfMar, WeapProfSim, Toughness

Combat sequence

Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.

I

Warpath

Above 66% hp

He fights with the maul, armor, and shield he arrived in.

II

Bloodfrenzy

66%-33% hp

Both hands come free and a pair of claws take their place - a real weapon swap, not a new buff layered over the old kit.

III

Dragon's Wrath

Once, below 33% hp

Even the claws come off for one bare-handed nova and the burn it leaves behind.

Why these numbers

CR 19 is set against Flooded Caverns's own real ambient ceiling, not auto-computed from level alone - a genuine Humanoid 5 / Barbarian 14 build at 19 total levels.

Hit points (270) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.

How it's wired

Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Ironjaw is ever up in Flooded Caverns at a time.