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Leshy, Snapdragon Leshy

Verdant stalks entwine one another to create a humanoid shape with a giant snapdragon blossom for a head.

Snapdragon Leshy CR 4

Source Pathfinder #116: Fangs of War pg. 86
XP 1,200
N Small plant (leshy, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6

Defense

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 39 (6d8+12)
Fort +7, Ref +4, Will +3
Immune electricity, plant traits, sonic

Offense

Speed 20 ft.
Melee bite +7 (1d6–1)
Ranged bloom lasso +7 (1 plus crippling hysterics)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1), bloom lasso, crippling hysterics
Spell-Like Abilities (CL 12th; concentration +15)
Constant—pass without trace

Statistics

Str 8, Dex 15, Con 14, Int 12, Wis 13, Cha 17
Base Atk +4; CMB +2; CMD 14
Feats Improved Initiative, Skill Focus (Bluff), Weapon Finesse
Skills Bluff +12, Diplomacy +5, Perception +6, Perform (comedy, oratory, sing) +5, Stealth +10 (+14 in hills and urban areas), Survival +2 (+6 in hills and urban areas); Racial Modifiers +4 Stealth and Survival in hills and urban areas
Languages Common, Druidic, Sylvan; plantspeech (snapdragons)
SQ change shape (Small flower patch; tree shape), greenspeaker, verdant burst

Ecology

Environment temperate hills or urban
Organization solitary, patch (2–8), or entourage (1–3 plus 2–16 other leshys)
Treasure standard

Special Abilities

Bardic Performance (Su) A snapdragon leshy has the bardic performance ability of a 4th-level bard, granting it access to that ability’s countersong, distraction, fascinate, inspire competence, and inspire courage aspects.

Bloom Lasso (Ex) A snapdragon leshy can create and throw a tendril as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the leshy’s crippling hysterics ability. This attack has a range increment of 20 feet and a maximum range of 100 feet.

Crippling Hysterics (Ex) The snapdragon leshy’s bloom lasso drapes the target in clinging blossoms that release intoxicating pollen. Any creature struck by the lasso must succeed at a DC 14 Fortitude saving throw or giggle uncontrollably for 1d4+1 rounds. This condition imposes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks; while the effect lasts, the target must succeed at another DC 14 Fortitude saving throw at the end of its turn each round or fall prone in hysteria. The save DC is Constitution-based.

Greenspeaker (Su) A snapdragon leshy’s bardic performances can affect plants as though they were not immune to mind-affecting effects. In addition, the bonuses granted to plants by the leshy’s inspire competence and inspire courage increases by 1.

Description

Whereas most leshys are reclusive and content to quietly nurture the natural world, snapdragon leshys are consummate extroverts. They often find their way into settled areas, where they caper and gab at those around them. When their neighbors are slow to laugh, snapdragon leshys sometimes resort to juvenile pranks to elicit a reaction. These escalating exploits often prompt townsfolk to chase off the plant people, which the leshys are quick to forgive so long as nobody comes to harm.

Growing a Snapdragon Leshy

Snapdragon leshys grow best in rocky, well-drained soil. To grow a snapdragon leshy, the maker must plant the seeds and visit several times a day to tell stories and jokes. The leshy emerges at last only if it has an audience of at least a dozen bystanders to applaud its arrival.

Snapdragon Leshy

CL 10th; Price 6,500 gp

Ritual

Requirements Knowledge (nature) 5 ranks, Perform (comedy, oratory, or sing) 1 rank, plant growth, speak with plants, summon nature’s ally IV; Skill Knowledge (nature) DC 18; Cost 3,250 gp

Creatures in "Leshy" Category

NameCR
Cactus Leshy2
Flytrap Leshy4
Fungus Leshy2
Gourd Leshy1
Leaf Leshy1/2
Lichen Leshy3
Lotus Leshy5
Seaweed Leshy3
Snapdragon Leshy4
Sunflower Leshy1

Leshy

Source Bestiary 3 pg. 176
Originally grown as servants for more powerful fey and intelligent plant life such as elder treants, leshys are sentient plants who look after their unintelligent brethren and serve as nature's verdant watchers. Several breeds of leshy exist, each being kindred to a broad group of plants or fungi. Among the best known are superstitious gourd leshys, wise seaweed leshys, strange fungus leshys, and wary leaf leshys, though others are rumored to exist, such as the surly cactus leshy, the sinister flytrap leshy, the garrulous snapdragon leshy, and the enigmatic lotus leshy.

Leshys begin their existence as sentient though bodiless spirits of nature of the sort contacted by spells such as commune with nature. These spirits normally have no way to directly manipulate the physical world, but a skilled spellcaster (typically a druid) can grow a special plant body for one of these spirits, giving the spirit a home to animate.

Once accepted into a body, a leshy's spirit remains within unless the body is destroyed. Leshys do not fear death as many other creatures do, knowing that should they fall, their spirits merely return to the natural world and can be called to inhabit a new leshy body at some point in the future. As a leshy's body dies, the magic animating it unravels in a burst of life energy that infuses its surrounding and quickens the growth of any plants in the vicinity. Some leshys even voluntarily discorporate to save the lives of ailing plants, knowing that their sacrifice may mean the continuation of countless otherwise helpless flora. Regardless of how a leshy dies, leaving the body traumatizes the spirit, and the leshy retains only faint memories of past corporeal existences. Leshy spirits need not return to the same form if bound again to a body. During the course of its existence a single spirit can inhabit any number of different types of leshys. A leshy without a body has no power to affect or contact the material world.

The rites and special materials required to create a leshy's physical form vary between individual leshys. Once the creator assembles the necessary materials, a leshy must typically be grown in an area of natural power, such as a treant's grove, a druidic circle, or a site of pristine natural wonder. A newly born leshy is a free-willed, neutral being, under no obligation to serve its creator.

As a group, leshys share certain common attributes. They resemble plants but with vaguely humanoid appearances, and are always Small. While leshys of the same species share the same general shape, leshys have all the diversity of the plant world in appearance. For example, one fungus leshy may have a classic red, white-dotted mushroom cap, while another might have the spongier and darker contours of a morel, while a third might have the coloration of a pale gray cave mushroom.

Growing a Leshy

The process of growing a leshy has some similarities to making a construct, but doesn't require the Craft Construct feat. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process.

Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy's transformation from a normal plant into a sentient one—the cost of these components varies according to the leshy, but is never less than 1,000 gp. The cultivator must make a successful Knowledge check at this time (usually a Knowledge [nature] check) in order for the plant body to be properly formed—the exact check as well as the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew.

If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy's cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual's climax, there's a flat 50% chance that the attempt to create a leshy succeeds—if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM's discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure.

If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies.

Plant creatures are particularly adept at growing leshys. Such creators gain a +5 racial bonus on their Knowledge checks, halve the time required to grow the leshy, and reduce the cost to create the creature by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success.

Leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,250 gp to the cost of creating the leshy (and thus 4,500 gp to the overall price), increases the DC of the Knowledge check by +2, and requires an additional 2 weeks of growth. Attempts to create leshys larger than Small always fail—the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child.