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Hippopotamus TopiaryCreature 11


HugePlant
Source Pathfinder Monster Core 2
Perception +20 (low light vision, scent (imprecise) 60 feet, branchlocation (precise) 30 feet)
Languages Muan, Can't Speak Any Language
Skills Athletics +23, Nature +21, Stealth +23
Str +7, Dex +4, Con +4, Int -2, Wis +0, Cha +3

AC 30; Fort +24; Reflex +21; Will +18;
HP 220
Speed 25 feet (swim 30 feet)
Immunities bleed

Jaws One Action +22 (+17, +12) to hit 2d10+15 Piercing
Hoof One Action +22 (+17, +12) to hit 2d8+15 Bludgeoning

Branchlocation

The hippopotamus topiary can tap its branches together and use its hearing as a precise sense at the listed range.

Absorb Water

When in water or exposed to a water effect, the hippopotamus loses its weakness to fire until the start of its next turn.

Jaw Crush One Action

Requirements The hippopotamus topiary has a creature Grabbed


Effect It forcefully bites down on whatever is in its mouth, dealing 6d8 piercing damage with a DC 27 reflex save. On a critical failure, creatures take 1d8 persistent,bleed damage.

Pruning One Action (concentrate, manipulate, polymorph)

The hippopotamus topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 43 for Deception checks and DCs to appear as a mundane topiary.

Swamp Fever (disease)

Saving Throw DC 26 fortitude

Onset 1 day

Stage 1 Sickened 1 (1 day)

Stage 2 Sickened 2 (1 day)

Stage 3 sickened 2 and 1d8 persistent,bleed damage (1 day)

Stage 4 sickened 2, Drained 1, and 2d8 persistent,bleed damage (1 day)

Stage 5 dead

Walk Through Plants

The hippopotamus topiary ignores difficult terrain caused by dense vegetation.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


One of the rarest types of living topiaries is the hippopotamus. These large shrubs are formed from souls with larger-than-life personalities. While less agile and perceptive than smaller topiaries, they're much more aggressive and territorial. As such, they tend to live solitary lives around swamps and marshes, giving them plenty of water and vegetation to roam around in.


Topiaries are an extremely common sight across Golarion, especially within the gleaming and well-manicured lawns of nobility. Living topiaries develop from the death of a lone soul in an overgrown area of deep primal magic, with the soul exploding into the plants around it and causing them to grow together into the form of an animal, often influenced by the personality of the dying person. Once fully formed, the living topiary lacks their original memories; however, they're filled with the desire to protect the area they were formed in, driving off invaders and those who would do harm to the flora and fauna.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.