Size:
Small
Type:
Plant
Form:
... that walks like a man
Temper:
neutral
# App:
1d8
Lair:
Diet:
Combat Dice:
0
Hit Points:
6 + 1d4
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Valor)
Actions/Abilities/Traits: (Valor)
Type: offense
Circumstance: combat round
Description: leaf slap
Reach: 2
Speed: 4
Combat Dice: 1
Effect: 1
Armor Piercing: 0
Type: offense
Circumstance: combat round
Description: leaf slap
Reach: 4
Speed: 3
Combat Dice: 2
Effect: 1
Armor Piercing: 0
Type: offense
Circumstance: combat round
Description: bite
Reach: 4
Speed: 6
Combat Dice: 2
Effect: 1d3
Armor Piercing: 0

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bibliotelekinesis
This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
Action
Change Size
The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Diminutive). The change is entirely illusory, so the leshy's statistics do not change.
Action
Club
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Action
Gaze of Confusion
The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.
Action
Multiattack
The leshy makes two club attacks.
Special
1/day each
entangle, plant growth, shillelagh, speak with plants, hideous laughter
Special
At Will
animal friendship, pass without trace, speak with animals
Special
Camouflage
A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.
Special
Innate Spellcasting
The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
Special
Mimicry
A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-GM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice.

Actions/Abilities/Traits:
(Pathfinder 2e) (Cactus Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Cactus Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The cactus leshy transforms into a Small cactus. This ability otherwise uses the effects of tree shape.
Ability
Little Oasis
If a cactus leshy is willing, a creature can harvest enough water from the leshy's inner cavity to fill a single waterskin without harming them. Doing so again before the leshy can replenish the water causes the leshy to immediately suffer from dehydration.
Ability
Prickly Burst
Frequency: once per day
Effect: The cactus leshy shoots their spines in every direction. All creatures in a 10-foot emanation take 3d6 piercing damage (DC 18 basic Reflex save).
Ability
Primal Innate Spells
DC 18; 4th speak with plants
Ability
Spiny Body
A cactus leshy is covered in spines. A creature that Grabs the cactus leshy takes 1d8+3 piercing damage.
Ability
Verdant Burst
When a cactus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each plant creature in a 30-foot emanation. This area fills with cacti, becoming difficult terrain. If the terrain is not a viable environment for the cacti, they wither after 24 hours.
Offense
Melee
Circumstance: combat round (melee)
spine +11 [+6/+1], Damage 1d8+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
spine +11 [+6/+1] (range increment 30 feet), Damage 1d8+3 piercing
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Language
Common
Druidic
speak with plants (succulents only)
Sylvan
Perception
low-light vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Flytrap Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Flytrap Leshy)
Ability
Ability
Verdant Burst (healing) When a flytrap leshy dies, a burst of primal energy explodes from its body, restoring 3d6 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with flytraps, becoming difficult terrain. If the terrain is not a viable environment for these flytraps, they wither after 24 hours.
Ability
Amalgam
(polymorph, primal, transmutation) A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the dying condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn.
Ability
Attack of Opportunity
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of tree shape.
Ability
Flytrap Toxin
(poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 sickened 1 (1 round), Stage 2 sickened 2 (1 round)
Ability
Primal Innate Spells
DC 21; 4th speak with plants; 2nd pass without trace
Offense
Melee
Circumstance: combat round (melee)
flytrap mouth +13 [+8/+3] (versatile S), Damage 1d8+6 piercing plus 1d6 acid and flytrap toxin
Offense
Ranged
Circumstance: combat round (ranged)
spittle +11 [+6/+1] (acid, range increment 10 feet), Damage 1d6+6 acid plus flytrap toxin
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Language
Common
Druidic
speak with plants (carnivorous plants only)
Sylvan
Perception
darkvision
Resistance
acid 5

Actions/Abilities/Traits:
(Pathfinder 2e) (Fungus Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Fungus Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of tree shape.
Ability
Primal Innate Spells
DC 16; 4th speak with plants
Ability
Spore Cloud
(poison) A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure).
Ability
Spores
A creature that takes damage from a fungus leshy's spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability
Ability
Verdant Burst
(healing) When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours.
Offense
Melee
Circumstance: combat round (melee)
fist +10 [+6/+2] (agile, finesse), Damage 1d6+2 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
spore pod +10 [+5/+0] (range increment 30 feet), Damage 1d6+2 bludgeoning plus spores
Trait
Fungus
Fungal creatures have the fungus trait. They are distinct from normal fungi.
Trait
Leshy
Leshies are living plants animated by primal magic.
Language
Common
Druidic
speak with plants (fungi only)
Sylvan
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Gourd Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Gourd Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of tree shape.
Ability
Ensnare
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.
Ability
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.
Ability
Primal Innate Spells
DC 15; 4th speak with plants
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
fist +7 [+3/-1] (agile, finesse), Damage 1d4+2 bludgeoning plus ensnare
Offense
Ranged
Circumstance: combat round (ranged)
seed +9 [+4/-1] (range increment 30 feet), Damage 1d6+2 bludgeoning plus ensnare
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Language
Common
Druidic
speak with plants (gourds only)
Sylvan
Perception
low-light vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Leaf Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Leaf Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of tree shape.
Ability
Deafening Blow
When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is unaffected. Failure The target is deafened for 1 round. Critical Failure The target is deafened for 1 minute.
Ability
Glide
(move) The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter.
Ability
Primal Innate Spells
DC 14; 4th speak with plants
Ability
Verdant Burst
(healing) When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours.
Offense
Melee
Circumstance: combat round (melee)
longspear +3 [-2/-7] (reach 10 feet), Damage 1d8-1 piercing
Offense
Ranged
Circumstance: combat round (ranged)
seedpod +6 [+1/-4] (range increment 30 feet), Damage 1d6 bludgeoning plus deafening blow
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Item
longspear
Language
Common
Druidic
speak with plants (trees only)
Sylvan
Perception
low-light vision
Weakness
fire 2

Actions/Abilities/Traits:
(Pathfinder 2e) (Seaweed Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Seaweed Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The seaweed leshy transforms into a Small patch of seaweed. This ability otherwise uses the effects of tree shape.
Ability
Primal Innate Spells
DC 20; 4th speak with plants
Ability
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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
seaweed strand +11 [+7/+3] (agile, finesse, reach 10 feet), Damage 1d8+4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
water jet +11 [+6/+1] (range increment 30 feet), Damage 1d8+4 bludgeoning plus sea spray
Trait
Amphibious
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.
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Language
Aquan
Common
Druidic
speak with plants (seaweed only)
Sylvan
Perception
low-light vision

Actions/Abilities/Traits:
(Pathfinder 2e) (Sunflower Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Sunflower Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of tree shape.
Ability
Critical Failure
As failure, but the creature is also dazzled for 1 round.
Ability
Failure
The creature is distracted by the light, becoming flat-footed for 1 round.
Ability
Heliotrope [Free Action]
Circumstance: The sunflower leshy begins its turn in an area of bright light;
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.
Ability
Primal Innate Spells
DC 17; 4th speak with plants
Ability
Seed Spray
(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.
Ability
Success
The creature is unaffected and is temporarily immune to heliotrope for 24 hours.
Ability
Verdant Burst
(healing) 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.
Offense
Melee
Circumstance: combat round (melee)
tendril +6 [+2/-2] (agile, finesse), Damage 1d8 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
seed +6 [+1/-4] (range increment 20 feet), Damage 1d6 bludgeoning
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Language
Common
Druidic
speak with plants (sunflowers only)
Sylvan
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Vine Leshy)
Actions/Abilities/Traits: (Pathfinder 2e) (Vine Leshy)
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The vine leshy transforms into a Small plant with vines. This ability otherwise uses the effects of tree shape.
Ability
Extend Vines
The vine leshy Interacts to extend or shorten their arms. With limbs extended, the vine leshy has a 10-foot reach. The leshy can't use weapons that already have reach in this way, because they would be unable to keep their balance.
Ability
Primal Innate Spells
DC 15; 4th speak with plants
Ability
Verdant Burst
When a vine leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area fills with tangling vines, becoming difficult terrain. If the terrain is not a viable environment for the vines, they wither after 24 hours.
Offense
Melee
Circumstance: combat round (melee)
spear +6 [+1/-4], Damage 1d6+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
spear +5 [+0/-5] (thrown 20 feet), Damage 1d6+2 piercing
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
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.
Item
spear
Language
Common
Druidic
speak with plants (plants with vines only)
Sylvan
Perception
low-light vision