Seaweed Leshy
Creature 3 — amphibious, leshy, plant
Pre-Remaster content. May include legacy alignment.
FlankerLANDAQUATICleshyplant
Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their attitudes, moving with the waves of life and accepting what comes and goes while acknowledging the good and the bad. Seaweed leshys make their homes in tidal pools surrounded by other sea creatures. They believe their freshwater counterparts to be sheltered and naive, living in their secluded ponds and babbling brooks, though this doesn't stop them
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +10; low-light-vision
Languages common, fey, thalassic, wildsong; speak with plants (seaweed only)
Skills athletics +9, nature +10, Ocean Lore +9, stealth +9, survival +8
Str
+2
Dex
+4
Con
+3
Int
+0
Wis
+3
Cha
+1
AC 19
Fort +8
Ref +11
Will +8
HP 45
Speed 20 feet, swim 20 feet
Offense
Melee Seaweed Strand (agile, finesse, reach-10) +11, Damage 1d8+4 bludgeoning
Ranged Water Jet +11, range increment 30 feet, Damage 1d8+4 bludgeoning plus Sea Spray
Abilities
Verdant Burst — When a seaweed leshy dies, a burst of primal energy explodes from its body, restoring 3d8 healing Hit Points to each plant creature in a 30-foot emanation. This area fills with seaweed, becoming difficult terrain. If the terrain is not a viable environment for the seaweed, they wither after 24 hours.
Change Shape (concentrate, polymorph, primal) — The seaweed leshy transforms into a Small patch of seaweed. 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.
Sea Spray — A seaweed leshy's water jet has enough salt in it to temporarily impair their target's vision.
On a hit, the target must succeed at a DC 20 Fortitude save or be Dazzled for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also Blinded for 1 round.
On a hit, the target must succeed at a DC 20 Fortitude save or be Dazzled for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also Blinded for 1 round.
Primal Innate Spells DC 20, attack +12
4th Speak with Plants
WORKS WELL WITH
AnvilLAND / AQUATICAnvil holds enemy attention while Flanker exploits reach and agility for flanking advantage.
WeaverLAND / AQUATICWeaver controls enemy movement to create flanking opportunities the Flanker can exploit.
PUNISHES
✖ melee stacking✖ ranged accuracy✖ poor Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Seaweed Leshy in the encounter builder — free, no install.
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