Hippopotamus Topiary

Creature 11
  • Huge
  • plant
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

Running this fight? Add the hippopotamus topiary to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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