It is a gray iron anthropomorphic, six-armed insectoid enemy with steel spikes at the end of each limb. The iron claw is considered a killing machine, destroying all those who dare get in its way.
Iron Claw (CR 16)
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +18
AC 27, touch 13; flat-footed 23 (+4 dex, +14 natural, -1 size)
HP 181  (16d10+96)
Fort +15, Ref +14, Will +9
Speed 40 ft.
Melee 6 Claws +24 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Improved Rend (2 Claws, 2d6+12; 4 Claws, 2d8+12; 6 Claws, 4d6+12), Death Claw
Str 26, Dex 18, Con 20, Int 6, Wis 14, Cha 6
Base Atk +16; CMB +24; CMD 38
Feats Cleave, Cleaving Finish, Great Cleave, Improved Cleaving Finish, Improved Initiative, Improved Natural Attack, Iron Will, Power Attack, Toughness, Weapon Focus(Claw)
Skills Acrobatics +20, Climb +24, Perception +18, Stealth +20
Death Claw (Su)
An iron claw can wrap its craws around its target squeezing the life from them. The iron claw must make a melee touch attack (+23), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 21) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Improved Rend (Ex)
When an iron claw hits with its claws in 1 round, depending on the number of claw strikes that hit the target improves the damage of the latching onto the opponent’s body and tearing flesh. If two claws hit, the damage will be 2d6+12, if four claws hit, the damage will be 2d8+12, or if six claws hit, the damage will be 4d6+12.