Topiary BeastCreature 1
Source Pathfinder Society Scenario #5-12: Mischief in the Maze
Perception +7 (low light vision)
Languages none
Skills Athletics +7, Intimidation +7, Stealth +6
Str +3, Dex +3, Con +4, Int -4, Wis +0, Cha +1
AC 16; Fort +10; Reflex +7; Will +4;
HP 20
Speed 25 feet
Weaknesses Fire 2
Resistances Piercing 3
Branch
+9 (+4, -1) to hit 1d6+2 PiercingAttack of Opportunity (Cobra Form Only)

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Ferocity (Boar Form Only)
Trigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Functional FormDepending on the creature it resembles, the topiary beast gains additional abilities.
Ape The branch Strike is agile, has reach 10 feet, and deals bludgeoning damage instead of piercing damage.
Boar The topiary beast gains the Ferocity reaction.
Cobra The beast gains the Attack of Opportunity reaction.
Intimidating DisplayWhen using Intimidation to Demoralize a target, a topiary beast doesn't take a penalty for not speaking the same language as the target.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
PlantVegetable 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.