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Leshy, Seaweed

CR 3.00 Plant N Small HD 4
This vaguely humanoid plant creature has a body formed of soggy green seaweed and wears crude armor made from seashells.

Seaweed leshys usually dwell along coastlines, happily splashing and playing in tide pools, but they are equally at home at sea, floating among large kelp beds. Although perfectly capable of existing out of water indefinitely, seaweed leshys prefer to limit their time away from the sea almost out of a sense of pride. Most seaweed leshys take a dim view of freshwater plant life, to the point of mocking such plants in the same way an urbanite might talk down to folk who live in more rural areas. Rumors of freshwater leshys are a sure way to bring peals of mocking laughter from a seaweed leshy.

Seaweed leshys resemble miniature, waterlogged green humans grown from leafy green seaweed, with skinny arms and legs, webbed hands and feet, and long strands of brown, green, or red seaweed for hair. They wear armor made from a pair of large clam shells or from several smaller shells tied together. This armor functions as a suit of masterwork padded armor for a seaweed leshy, but not for any other creature.

Patient and thoughtful by inclination (save for matters associated with those silly freshwater leshys), seaweed leshys believe that in time nature brings what is needed by the ebb and flow of the tide or the steady flow of the river. They counsel against hasty decisions and rash actions, always preferring to wait and see what another day might bring.

HP
30 (4d8+12)
AC
15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +2 natural, +1 size)
Init
+1
Speed
20 ft., swim 20 ft.
Fort
+6
Ref
+2
Will
+3
BAB
+3
CMB
+2
CMD
13
Melee
slam +4 (1d6)
Ranged
water jet +5 touch (1 plus blind)
Racial Modifiers
+4 Stealth and Survival in water
str
10
+0
dex
13
+1
con
14
+2
int
9
-1
wis
15
+2
cha
12
+1

sneak attack +1d6

Air Cyst — Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.

amphibious

change shape (Small seaweed; tree shape)

verdant burst

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Change Shape (Small seaweed; tree shape) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Air Cyst from text
Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.
Blind (water jet) from rider
Sneak Attack +1d6 from text
Verdant Burst from text

Feats, Traits & Items

Ability Focus (water jet) from Feat

Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Toughness from Feat

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).

Calculated: +3 Hp Bonus

Perception +7, Stealth +9 (+13 in water), Survival +3 (+7 in water), Swim +8

spell-like abilities:
Constant—Pass Without Trace (DC 12), 1/day—Entangle (DC 12)
Details
Type
Plant
Alignment
N
Size
Small
Environment
any ocean or coastline
Organization
solitary or patch (2-16)
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +7
Languages
Druidic, Sylvan; plantspeech (seaweed)
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core 1 Recognized publisher
  • Uses feat: Ability Focus (Feat) — cites Paizo Inc.
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: Entangle (Spell) — core content under OGL 1.0a
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