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Leshy Mob

A single leshy is a nuisance. A horde of leshies is a natural disaster. When confronted by existential threats or malicious ecological devastation, charismatic leshy leaders can rally their kin into a mob. These bands often include several kinds of leshy, creating a ragtag host that can communicate with and draw power from nearly any plant in its path. The farther they travel, the greater the mob's sense of cohesion becomes, gradually awakening an empathic hive mind, coordinated shapeshifting, and communal spellcasting far beyond what any individual could accomplish.

Leshy mobs rarely outlast whatever rallied them in the first place. After pillaging a lumber camp or liberating a greenhouse's contents, the leshies gradually shake off their mob mentality—often with some shock or sheepishness at recognizing whatever crimes they just committed. Though the leshies scatter, they often retain a faint sense of camaraderie with their old comrades, making it easier for them to gather again to confront future threats.

Recall Knowledge - Plant (Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Leshy MobCreature 11

Gargantuan Leshy Plant Troop 
Source Pathfinder #203 Shepherd of Decay pg. 82
Perception +21; low-light vision
Languages Common, Fey; speak with plants
Skills Acrobatics +19, Athletics +22, Nature +22, Stealth +19
Str +5, Dex +4, Con +7, Int +3, Wis +5, Cha +6
AC 30; Fort +23, Ref +19, Will +21
HP 195 (16 squares); Thresholds 130 (3 segments), 65 (2 segments); Weaknesses area damage 12, fire 8, splash damage 8
Verdant Burst (healing, primal, vitality) When a leshy mob's Hit Points reach a threshold that would reduce its size, a burst of primal energy explodes from the fallen leshies and empowers the surviving fighters. The leshy mob gains 4d8 temporary Hit Points that last for 10 minutes. In addition, all squares within 5 feet of the troop become filled with various plants, becoming difficult terrain. If the environment is not a viable environment for these plants, they wither after 24 hours.Form Up [one-action]
Speed 25 feet; troop movement
Primal Innate Spells DC 30; 5th wall of thorns; Constant (3rd) speak with plants
Change Shape [one-action] (concentrate, polymorph, primal) The leshies can transform into an assortment of Small plants that fills a 15-foot burst centered on any one square the leshy mob occupies, creating difficult terrain. When the leshies return to their natural form, they Form Up anywhere within the burst. This otherwise uses the effects of one with plants.One with the Foliage The leshy mob ignores difficult terrain caused by plants and fungi, and it treats greater difficult terrain from such sources as difficult terrain.Rain of Seeds [two-actions] The leshies grab and hurl an assortment of stones, spores, and explosive seeds, launching a ranged attack in the form of a volley. This volley is a 10-foot burst within 60 feet that deals 4d8 bludgeoning or poison damage (DC 30 basic Reflex save). When the leshies are reduced to 8 or fewer squares, this area decreases to a 5-foot burst.Troop Movement Whenever the leshy mob Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the mob enters difficult terrain, the extra movement cost applies to the whole group.Veggielante Justice [one-action] to [three-actions] Frequency once per round; Effect The leshies assault each enemy creature within 5 feet, with a DC 30 basic Reflex save. The damage depends on the number of actions.
[one-action] 3d8 bludgeoning or slashing damage
[two-actions] 3d8+11 bludgeoning or slashing damage
[three-actions] 3d8+16 bludgeoning or slashing damage

Sidebar - Treasure and Rewards A Thousand Apologies

After dispersing, a leshy mob's members periodically revisit what they damaged and sometimes feel remorse for what they destroyed. In cases of collateral damage, a leshy community might quietly deliver gifts and perform services for those they wronged. These offerings range from fresh produce on a doorstep to weeding a farm field overnight, or even helping a wronged party's direct descendant uncover buried treasure generations later.

All Monsters in "Leshy"

NameLevel
Cactus Leshy2
Corn Leshy Throng4
Flytrap Leshy4
Fungus Leshy2
Gourd Leshy1
Gourd Leshy Witch6
Leaf Leshy0
Leshy Mob11
Redwood Leshy10
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.

Sidebar - Additional Lore Terrors of Arenway

The Isle of Arenway is infamous for its territorial leshies. While they and members of the Wildwood Lodge leave each other alone, trespassers can find themselves trapped in nets of living vines and hurled into the Sellen River—if not killed and composted beneath the island's titanic trees. These leshies supposedly predate human occupation, perhaps having arisen from the same magic that haunts the island.