Hippopotamus Topiary
Creature 11- Perception
- +20 branchlocation (precise) 30 feet; low light vision, scent (imprecise) 60 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
Branchlocation The hippopotamus topiary can tap its branches together and use its hearing as a precise sense at the listed range.
- AC
- 30; Fort +24, Ref +21, Will +18
- HP
- 220; Immunities bleed
- Speed
- 25 feet, swim 30 feet, walk through plants
Melee ◆ jaws +22, Damage 2d10+15 piercing plus Grab plus Swamp Fever
Melee ◆ hoof +22, Damage 2d8+15 bludgeoning
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 ◆ 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 basic Reflex save. On a critical failure, creatures take 1d8 persistent bleed damage.
Pruning ◆ (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 ◆
Source: Pathfinder Monster Core 2