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Topiary MonsterCreature 3


UncommonLargeConstructPlant
Source Pathfinder Society Scenario #5-12: Mischief in the Maze
Perception +9 (low light vision)
Languages none
Skills Athletics +10, Intimidation +10, Stealth +9
Str +5, Dex +3, Con +4, Int -4, Wis +0, Cha +1

AC 19; Fort +12; Reflex +9; Will +6;
HP 45
Speed 25 feet
Weaknesses Fire 3
Resistances Piercing 6

Branch One Action +12 (+7, +2) to hit 1d10+5 Piercing

Functional Form

Depending on the creature it resembles, the topiary monster gains additional abilities.

Mantis The branch Strike is agile and has reach 10 feet. On the first round of combat, creatures that haven't acted are Off-Guard to the mantis topiary monster.

Owlbear The branch Strike is agile and has the Grab action.

Unicorn The branch Strike is deadly 1d6 and has the Knockdown action.

Intimidating Display

When using Intimidation to Demoralize a target, a topiary monster doesn't take a penalty for not speaking the same language as the target.

Grab (Owlbear Form Only) 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.

Knockdown (Unicorn Form Only) One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.



Traits

Uncommon

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.

Construct

A 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.

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.