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Sunflower LeshyCreature 1

Source Pathfinder Bestiary 2
Perception +7 (darkvision)
Languages Common, Druidic, Sylvan, Speak With Plants (sunflowers Only)
Skills Acrobatics +6, Diplomacy +8, Nature +5, Stealth +7
Str +0, Dex +3, Con +1, Int +0, Wis +2, Cha +3

AC 16; Fort +4; Reflex +10; Will +7;
HP 20
Speed 25 feet

Tendril One Action +6 (+2, -2) to hit (agile, finesse) 1d8 Bludgeoning
Seed One Action +6 (+1, -4) to hit (range increment 20) 1d6 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Heliotrope (aura, evocation, light, primal)

20 feet

Requirements The sunflower leshy begins its turn in an area of bright light

Effect The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 will save.

Success The creature is unaffected and is temporarily immune to heliotrope for 24 hours.

Failure The creature is distracted by the light, becoming Flat-Footed for 1 round.

Critical Failure As failure, but the creature is also Dazzled for 1 round.

Verdant Burst (healing, plant)

When a sunflower 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 immediately fills with sunflowers, becoming difficult terrain.

If the terrain is not a viable environment for these sunflowers, they wither after 24 hours.

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

The sunflower leshy transforms into a Small flower. 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.

Seed Spray Two Actions (conjuration, primal)

The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic reflex save).

It gains a +2 status bonus to this damage against Dazzled creatures.

The sunflower leshy can't use Seed Spray again for 1d4 rounds.

Primal Innate Spells (DC 17, +7 to hit)

4th Level: Speak with Plants

Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, beard-like ruff. When particularly excited, their eyes and petals glow with collected sunlight, and when they become depressed or saddened, their usually vibrant coloration grows correspondingly muted. These shifts in coloration are echoed in sunflower leshy art, which can lead to unexpected color palettes for artworks. For example, a human artist might illustrate Hell as a place of glowing lava and flickering flames, drawing upon many vibrant colors, but to a sunflower leshy, the only proper way to depict a place like Hell is in morose grays, blacks, and whites.

The more adventurous sunflower leshys leave their communities to grow bonds with nearby settlements of humanoids. When interacting with humanoids, sunflower leshys are some of the most likely to act friendly and give strangers a chance to prove their good intentions, though they remain cautious. They're often accompanied by other, more powerful leshys.



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.


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.