Gourd Leshy Witch
Creature 6 — leshy, plant
WeaverLANDleshyplant
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. Nature spirits inhabit bodies made of plants or fungi, blooming from primal magic to become the small people called leshies. They come in a truly immense number of diverse shapes and sizes, more so than most peoples of Golarion. This variety of fo
Source: pathfinder-npc-core
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
Speed 25 feet
Offense
Melee Broom (magical, two-hand-d8) +13, Damage 1d4+6 bludgeoning plus 1d6 void
Melee Dagger (agile, finesse, versatile-s) +12, Damage 1d4+6 piercing plus 1d6 void
Ranged Dagger (agile, finesse, thrown-10, versatile-s) +12, Damage 1d4+6 piercing plus 1d6 void
Melee Fist (agile, finesse, nonlethal, unarmed) +12, Damage 1d4+6 bludgeoning plus 1d6 void
Abilities
Verdant Burst (healing, primal, vitality) — When the gourd leshy witch dies, a burst of primal energy explodes from their body, restoring 4d8 healing vitality Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with gourds, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours.
Change Shape (concentrate, polymorph, primal) — The gourd leshy witch transforms into a Small gourd. This ability otherwise uses the effects of One with Plants.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Short Flight (concentrate, occult) — 1 to 2
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.
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 (manipulate, occult, spellshape) —
Occult Prepared Spells DC 24, attack +16
3rd Slow, Vampiric Feast
2nd Paranoia
1st Fear (×2), Force Barrage (×2), Grim Tendrils, Ill Omen
Cantrips (3rd) Daze, Detect Magic, Figment, Shield, Void Warp
Primal Innate Spells DC 24
3rd Speak with Plants (Gourds Only) (Constant)
Primal Focus Spells DC 24; 1 Focus Point
Cantrips Wilding Word
WORKS WELL WITH
AnvilLANDAn anvil partner intercepts enemies that would disrupt the weaver's concentration in melee.
CrasherLANDA crasher exploits holes opened by the weaver's debuffs for finishing burst damage.
FlankerLANDA flanker provides melee pressure while the weaver controls the battlefield from a safer distance.
PUNISHES
✖ clumping✖ standing still✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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