Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Hippopotamus Topiary is a Level 11 creature, with Armor Class 30 and 220 hit points. This massive, botanical guardian is shaped like a thick-skinned river beast and moves effortlessly through thick vegetation.
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 (1 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 basic Reflex save. On a critical failure, creatures take 1d8 persistent bleed damage. Pruning (1 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 save. 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 (1 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 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.
220 hit points.
Level 11.
AC 30.
Speed 25 ft., swim 30 ft., walk through plants.
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