Weak Leaf Leshy (Q19)

Level -1
Creature· leshySmallLegacy
AC
16
HP
5
Speed
25 ft.
Perception
+2
Fort
+4
Ref
+4
Will
+2
Weaknesses fire 2
Languages common, fey, wildsong
Senses low-light-vision
Skills acrobatics +2, nature +2, stealth +2
Recall Knowledge DC 13 (nature)

Attacks

Melee Longspear +1 (reach 10 ft.), Damage 1d8-3 piercing
Melee Seedpod +4, Damage 1d6-2 bludgeoning

Abilities

Verdant Burst

When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 healing Hit Points to each plant creature in a 30-foot area. 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.

Change Shape

The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of One with Plants.


Deafening Blow

When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 14 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.

Glide

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.

Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones.


Leshys are intelligent plant creatures that 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 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.