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Gourd LeshyCreature 1


NSmallLeshyPlant
Source Pathfinder Bestiary
Perception +5 (low-light vision)
Languages Common, Druidic, Sylvan, Speak With Plants (gourds Only)
Skills Nature +5, Stealth +7
Str +2, Dex +4, Con +2, Int -1, Wis +2, Cha +0

AC 17; Fort +5; Reflex +9; Will +7;
HP 20
Speed 25 feet

Fist One Action +7 (+3, -1) to hit (agile, finesse) 1d4+2 Bludgeoning
Seed One Action +9 (+4, -1) to hit (range increment 30) 1d6+2 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Keepsake (abjuration, primal)

The leshy can store an item of light Bulk or less in its head, concealing it as Nondetection. If stored for 24 hours, the item benefits from Mending.

Verdant Burst (healing)

When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of Tree Shape.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Ensnare

When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) and wrap around the target's limbs. The target must attempt a DC 17 reflex save. On a failure, the target takes a -10-foot status penalty to its Speed for 1 round; on a critical failure, the target is Immobilized for 1 round and the penalty to Speed lasts for 1 minute.

Effect: Ensnare


Primal Innate Spells (DC 15, +7 to hit)

4th Level: Speak with Plants


Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it.


Leshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic-typically a druid-combines a nature spirit with a body carefully grown from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Leshy

A creature with this trait is a member of the leshy ancestry.

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.