Living Topiary
Part plant and part beast, living topiaries are moving flora that look like decorative lawn ornaments used to adorn gardens and groves, though their bestial nature and aloof demeanor prove they are far from mere decorations.
Some theorize that the living topiaries originally came from the primal land of fey, where odd phenomena such as animal-shaped flora are not unheard of. Living topiaries wander the lands to fulfill their single purpose: searching for more plants to consume, which enables them to grow ever larger.
Though somewhat delicate, living topiaries can thrive for decades by constantly refreshing their bodies with new plant matter. Though living topiaries will not willingly go to such places on their own, sometimes one accidentally finds itself in an area void of adequate additional shrubbery or water, like a vast plain or desert. In such situations, an individual deprived of nutrients quickly dries out and shrivels over the course of several days.
Living topiaries range in height from shrubs only a couple feet off the ground to towering hedges. The average specimen is about 4 feet tall and weighs 200 pounds.
- HP
- 42 (5d8+20)
- AC
- 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
- Speed
- 30 ft.
- Init
- +6
- Melee
- 2 slams +6 (1d6+4)
- BAB
- +3
- CMB
- +6
- CMD
- 18 (22 vs. trip)
- Fort
- +10
- Ref
- +3
- Will
- +1
- DR
- 5/slashing
- Racial Modifiers
- +8 Escape Artist, +2 Stealth (+8 in undergrowth)
Assimilate — As a full-round action, a living topiary can consume undergrowth or bushy plant matter it's currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time. If the topiary is at maximum hit points, this ability has no effect.
Move through Hedges — A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass.
Sculpt Shape — As a standard action, a living topiary can alter itself to take on the basic form of any creature. The change is purely cosmetic, and does not change its size, grant it any special powers, or alter its abilities.
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Escape Artist +10, Perception +6, Stealth +9 (+15 in undergrowth)
- Type
- Plant
- Alignment
- N
- Size
- Medium
- Environment
- any land
- Organization
- solitary, garden (2–4), or boscage (5–7)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +6
- Languages
- Common, Sylvan (can't speak any language)
- Source
- Bestiary 4
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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