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Gourd Leshy Witch

Some spooky leshies learn the ways of occult spellcasting from strange spirits of nature that lurk just out of sight or under cover of darkness. These witches treat their brooms as their familiars, imbuing the wood and straw with a sliver of sentience.

Recall Knowledge - Plant (Nature): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Gourd Leshy WitchCreature 6

Small Leshy Plant 
Source NPC Core pg. 202
Perception +12; low-light vision
Languages Common, Fey; speak with plants (gourds only)
Skills Acrobatics +12, Intimidation +13, Nature +14, Occultism +16, Survival +12
Str +2, Dex +2, Con +1, Int +4, Wis +2, Cha +1
Items +1 broom (functions as a staff), dagger
AC 22; Fort +11, Ref +14, Will +14
HP 80
Verdant Burst (healing, primal, vitality) When the gourd leshy witch dies, a burst of primal energy explodes from their body, restoring 4d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately sprouts gourds, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours.
Speed 25 feet
Melee [one-action] broom +13 [+8/+3] (magical, two-hand 1d8), Damage 1d4+6 bludgeoning plus 1d6 voidMelee [one-action] dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4+6 piercing plus 1d6 voidMelee [one-action] fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoning plus 1d6 voidRanged [one-action] dagger +12 [+8/+4] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+6 piercing plus 1d6 voidOccult Prepared Spells DC 24, attack +16; 3rd force barrage, slow, vampiric feast; 2nd force barrage, grim tendrils, paranoia; 1st fear (×2), ill omen; Cantrips (3rd) daze, detect magic, figment, shield, void warp
Witch Hex Spells DC 24, 1 Focus Point; 3rd wilding word
Primal Innate Spells DC 24; Constant (3rd) speak with plants (gourds only)
Change Shape [one-action] (concentrate, polymorph, primal The gourd leshy witch transforms into a Small gourd. This ability otherwise uses the effects of one with plants.) Short Flight [one-action] to [two-actions] (concentrate, occult) Frequency once per round; Requirements The gourd leshy witch is wielding a broom; Effect The gourd leshy hops on their broom, which briefly takes flight. The witch Flies 20 feet (or 40 feet if they spend 2 actions), though they must end this movement on solid ground or fall at the end of their turn.Sweeping Spell [one-action] (manipulate, occult, spellshape) Requirements The gourd leshy witch is wielding their broom; Effect If the next action the gourd leshy witch uses is to cast a non-cantrip spell that deals damage to a single target, the witch's broom flies out and attempts to Shove that creature with an Athletics modifier of +16. On a critical success, the target is also knocked prone. The broom immediately returns to the gourd leshy witch's hand.

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.