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Seaweed LeshyCreature 3

Source Pathfinder Bestiary 3
Perception +10 (low-light vision)
Languages Aquan, Common, Druidic, Sylvan, Speak With Plants (seaweed Only)
Skills Athletics +9, Nature +10, Lore +9, Stealth +9, Survival +8
Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha +1

AC 19; Fort +8; Reflex +11; Will +8;
HP 45
Speed 20 feet (swim 20 feet)

Seaweed Strand One Action +11 (+7, +3) to hit (agile, finesse, reach 10) 1d8+4 Bludgeoning
Water Jet One Action +11 (+6, +1) to hit (range increment 30) 1d8+4 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.

Verdant Burst

When a seaweed leshy dies, a burst of primal energy explodes from its body, restoring 3d8 Hit Points to each plant creature in a 30-foot emanation. This area fills with seaweed, becoming difficult terrain. If the terrain is not a viable environment for the seaweed, they wither after 24 hours.

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

The seaweed leshy transforms into a Small patch of seaweed. 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.

Sea Spray

A seaweed leshy's water jet has enough salt in it to temporarily impair their target's vision.

On a hit, the target must succeed at a DC 20 fortitude save or be Dazzled for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also Blinded for 1 round.

Primal Innate Spells (DC 20, +12 to hit)

4th Level: Speak with Plants

Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their attitudes, moving with the waves of life and accepting what comes and goes while acknowledging the good and the bad.

Seaweed leshys make their homes in tidal pools surrounded by other sea creatures. They believe their freshwater counterparts to be sheltered and naive, living in their secluded ponds and babbling brooks, though this doesn't stop them from forming friendships with freshwater leshys.

Seaweed leshys vary in size, shape, and physical makeup. While the majority of seaweed leshys reach about 2 feet in height, some remain as small bundles of strands that stand about 6 to 8 inches tall.

Often found assisting practitioners of nature magic, leshys are sentient flora that protect the natural world and sacred spaces within forests, fields, and other environments. Leshys are nature spirits inhabiting bodies constructed of plant matter fused together by a primal ritual.



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.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.


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


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.