All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Tumbleweed Leshy Courier

A tumbleweed leshy's ability to move quickly across long distances with ease allows them to act as messengers and go-betweens. Druids often entrust these couriers with delivering important messages to their home druid circles or other druids they're acquainted with. Some even induct the couriers into the circle to teach them Wildsong for secure communication and basic magic for self-defense.

Recall Knowledge - Plant (Nature): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Tumbleweed Leshy CourierCreature 3

Small Leshy Plant 
Source NPC Core pg. 200
Perception +12; low-light vision
Languages Common, Fey; speak with plants (tumbleweeds and scrubland brush only)
Skills Acrobatics +11 ((+13 when Tumbling Through)), Diplomacy +8, Nature +10, Society +7, Stealth +9, Survival +10
Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +2
Tumbling Traveler The tumbleweed leshy courier gains a +10-foot circumstance bonus to Speed while traveling during exploration mode.
Items crossbow (20 bolts), dagger
AC 19; Fort +6, Ref +12, Will +9
HP 35
Spiny Burst (healing, primal, vitality) When the tumbleweed leshy courier dies, a burst of primal energy explodes from their body, restoring 2d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with brambles and thistles, becoming difficult terrain. Any creature that moves through the area takes 1 piercing damage per square traversed. If the terrain is not a viable environment for these plants, they wither after 24 hours.Nimble Dodge [reaction] Trigger The tumbleweed leshy courier is targeted with an attack by an attacker they can see; Effect The leshy gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee [one-action] dagger +11 [+7/+3] (agile, finesse, versatile S), Damage 1d4+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+2 piercingPrimal Innate Spells DC 17; Constant (3rd) speak with plants (tumbleweeds and scrubland brush only)
Change Shape [one-action] (concentrate, polymorph, primal) The tumbleweed leshy courier transforms into a Small tumbleweed. This ability otherwise uses the effects of one with plants. Additionally, when the leshy uses their Change Shape ability, they still have a Speed of 10 feet for the purpose of travel during exploration mode.

All Monsters in "Leshy"

NameLevel
Cactus Leshy2
Corn Leshy Throng4
Flytrap Leshy4
Fungus Leshy2
Gourd Leshy1
Gourd Leshy Witch6
Leaf Leshy0
Root Leshy Groundskeeper-1
Seaweed Leshy3
Sunflower Leshy1
Tumbleweed Leshy Courier3
Vine Leshy0

Leshy

Source Monster Core pg. 216 1.1
Leshies are intelligent plant creatures who 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 and crafted 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.

Sidebar - Additional Lore Appeasing Leshy Guardians

When a wary traveler comes across a druidic stone circle, a peaceful glade, or a tall, ancient tree that seems unprotected, they must be careful in case there might be a leshy or two hiding just out of sight. Unlike other entities, these leshy guardians don't require offerings of food or drink. The best way to keep these custodians happy is to simply leave the area in its natural state. Wanderers who must pass through or camp nearby are warned to not start fires or leave anything behind.

Sidebar - Additional Lore Dead Leshies

When a leshy dies, their body explodes in a wave of vegetation as their spirit returns to the natural world. Though leshy spirits called into new bodies after death typically keep only vague recollections of their pasts, they retain many of the values and habits of their former life.

Sidebar - Related Creatures Friends in the Forest

Because of their relative frailty, leaf leshies frequently act as liaisons and call upon more powerful forest guardians when their domains are threatened. Nymphs, sprites, and other goodly fey may respond to the call of a leaf leshy, as may arboreals and other plant creatures.

Sidebar - Additional Lore Phytoremediation

Leshies and other plants can cleanse the environment of pollution, such as pesticides, oil, and even radiation. They can heal the land simply by building a leshy settlement and dwelling there over time. More ambitious leshies battle against corruption in whatever way they are best suited for. For example, a leshy might join the Sarkorian Reclaimers to liberate the land from demonic influences, or they might worship Sarenrae and fight against the Whispering Tyrant's legion of undead.

Sidebar - Related Creatures Plant Allies

Some leshies align themselves (or are even called forth by) other sentient plant creatures, many of which also take vaguely humanoid forms. Though mighty arboreals tend not to associate with those who don't live as long as they do, they share many a leshy's desire to protect the forests in which they live. Dryads feel similarly, as they are bonded to a specific tree that might need guarding. More mischievous or cruel leshies, though, might find kindred spirits in sprigjacks and twigjacks, who look to drive off interlopers in the natural world.