Leshy, Gourd
Description
With tangles of leafy vines for limbs and a carved gourd for a head, gourd leshys present a rather comical appearance. Intimately connected with the harvest season, gourd leshys see to the health and sustainable harvest of crops, especially vegetables and grains.
Superstition and love of rituals run deep in gourd leshys. They do their best to exactly reproduce what worked before with every trivial activity, and change seemingly random details when attempting tasks they previously failed. Gourd leshys collect random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coins. Credulous to a fault, gourd leshys believe nearly anything they hear from those they trust. However, their admittedly hollow heads still hold memories, and a gourd leshy betrayed rarely forgets.
As gourd leshys aren't particularly strong, they often fight dirty. One favorite trick is to wait for an enemy to come within striking distance while in gourd form so that they can assume their true form and make a sneak attack in the same round.
Combat Stats
- Melee
- slam -1 (1d3-2 plus ensnare)
- Ranged
- seed +3 (1 plus ensnare)
- Racial Modifiers
- +4 Stealth and Survival in plains and undergrowth
Ability Scores
Special Attacks
sneak attack +1d6
Special Qualities
change shape (Small gourd; tree shape)
Keepsake — Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion inside. While within the leshy's head, the item is warded by nondetection. In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a caster level equal to twice the leshy's Hit Dice (CL 2nd for most gourd leshys).
verdant burst
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills
Perception +4, Stealth +6 (+10 in plains and undergrowth), Survival +0 (+4 in plains and undergrowth)
Spells
- Type
- Plant
- Alignment
- N
- Size
- Small
- Environment
- any hills or plains
- Organization
- solitary or patch (2-16)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +4
- Languages
- Druidic, Sylvan; plantspeech (gourds)
- Source
- Bestiary 3