Taco Man |
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Two projects in one here, folks! I'm working on two little campaigns of sorts, both focusing on a hidden coastal-grove-village. The first one, I simply want to diversify the kinds of monster available for encounter by making extra Leshy, but for the second one, I want my players to play as Leshy, on all kinds of Mundane-Made-Epic missions. Regardless, this is a thread to propose, design, iron out, balance, and ready, Leshy. I wouldn't mind some help organizing a compendium of sorts once/if this project really gets underway, and I was figuring if this takes off, the group that forms could move on to other monster groupings that need a little more love!
Regardless, I wanna start with the Leshy for this campaign idea. In addition to "the surly cactus leshy, the sinister flytrap leshy, the garrulous snapdragon leshy, and the enigmatic lotus leshy." already suggested via Paizo, I've also grown an idea for a Bark leshy.
We'll organize using a basic queue system, starting at first-come-first serve, for the first few (if there's even that many...) than splitting off so newer people slot in earlier than veterans (if it even gets to that point...)
I'll post my first draft on a cactus leshy soon... (unless someone beats me to it!)
Taco Man |
Alright, got some!, hoping for some feedback...
I wanna make me a full Leshy Compendium...
This small, bulbous cactus, not only unfolds its arms, but moves them, as it springs up. Two flower buds bloom as eyes, as the strange plant ambles up out of the sand, onto two bandy legs.
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Leshy, Cactus CR 2
N Small plant (Leshy, Shapechanger)
Init
=DEFENSE=
AC 14, touch 13, Flatfooted 14, +3 Natural, +1 size
Hp 20 (3d8+8)
Fort: +7, Ref +1, Will +3
Immune electricity, sonic, plant traits
=OFFENSE=
Speed 20ft
Melee slam +6 (1d6) (+bleed on Fort. Save)
Special Attacks
sneak attack +1d6
shed spikes (Functions as Caltrops)
Spell Like Abilities (CL 8th)
Constant - Pass without trace
=STATISCTICS=
Str 12, Dex 10, Con 16, Int 7, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 13
Feats: Endurance, Great Fortitude
Skills: Steath +6 (+10 in deserts), Survival +5 (+9 in Deserts)
Languages: Druidic, Sylvan; plantspeech (Cacti)
SQ change shape (Small cactus;tree shape), verdant burst
=Special Abilities=
Desert Life (Ex)
A cactus leshy is used to desert life. They can ignore the effects of hot climates as if using endure elements, and has a reduced need to eat and drink, as if wearing a ring of sustenance. In addition, they suffer no penalty to speed, or on stealth checks whilst moving through sandy or desert terrain. A cactus leshy is also immune to blinding and dazzling effects.
Prickly (Ex)
A cactus leshy is covered, from head to toe, in thin, prickly spines. Any creature that strikes a cactus leshy with a natural attack, attempts to grapple a cactus leshy, or is struck/grappled by a cactus leshy, must make a Fortitude save (DC= 12+Damage dealt by/to the cactus leshy) or suffer a point of bleed damage. Further hits from or to the leshy apply additional bleed damage.
=Ecology=
Environment: Deserts
Organization: Solitary or patch (2-16)
Treasure: Standard
Lonely, surly, silent keepers of desert plant life, the existance of the catcus leshy is a lonesome one. Despite their gruff exterior, cactus leshys are fond of company, socializing with their more temperate colleagues to the degree of annoyance any chance they get.
Cactus leshys take on an odd, but important role, in their care of cacti. As a cactus leshy can store prodigious amounts of water inside its spongey interior, they often venture to and congregate by oasises for short periods of time, before crawling back into the desert to feed and sedate thirstier cacti. Catcus leshies are often brash and rash in their defense of the catci they share their water with, leaping on any desperate survivalist without hesitation, with little fear of retaliation, and little alarm from the seemingly innocuous, smaller plants.
=Growing a Cactus Leshy=
A cactus leshy is usually grown in the shade of a large cactus or on the shore of an oasis's sand. To grow a cactus leshy, one takes the buds of two cactus flowers, and place them down gently in a pile of shredded brush in the preferred location, then pen loose cactus needles into the bud.
CL 8th; Price 2,500
=RITUAL=
Requirements: Knowledge (Nature) 5 ranks, endure elements, plant growth, summon nature's ally II
Skill Knowledge (Nature) DC 16; Cost 2,250 gp
A small, humanoid figure, of neatly woven twigs, and gorgeous, gayly colored petals, jaunts, a flowing cloak of lighter petals dramatically trailing behind it as it sprints, and a small, sharpened peice of bark wrapped in petals in its little hand. The cloak of petals wraps around the thick bulb of an orchid, like a ninja's cowl, with two yellow and red markings forming "eyes" of sorts.
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Leshy, Lotus CR 3
N Small plant (Leshy, Shapechanger)
Init
=DEFENSE=
AC 17, touch 13, Flatfooted 13, +3 Dex, +1 Dodge, +2 Natural, +1 size
Hp 30 (4d8+12)
Fort: +3, Ref +4, Will +6
Immune electricity, sonic, plant traits
=OFFENSE=
Speed 30ft
Melee Petal Dagger+7 (1d3+1)
Special Attacks
Sneak attack +2d6
Spell Like Abilities (CL 8th)
Constant - Pass without trace
At Will - Gaseous Form (Self)
=STATISCTICS=
Str 7, Dex 16, Con 8, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats: Skill Focus (Stealth), Weapon Finesse
Skills: Perception +8, Stealth +14 (+18 in plains or hills), Survival +3 (+7 in medows or plains), Fly +6
Languages: Druidic, Sylvan; plantspeech (Flowers)
SQ change shape (Small flower;tree shape), verdant burst, Pacifying Grace, Scatter to the Wind
=Special Abilities=
Pacifying Grace (Ex)
On a successful hit with their petal dagger, once every 1d4+1 rounds, the target will take no damage, but cannot cast spells, or attack for 1 round, unless it succeeds a Will saving throw (DC 13). This is a poison effect.
Scatter to the Wind (Ex)
At will, a Lotus leshy may scatter itself, and its dagger, to the wind, dissapating, but remaining within a small range. This is identical to Gaseous Form, save that the leshy may attempt to activate their pacifying grace ability on any target they share a space with as a swarm attack. The Lotus leshy may remain in this form for up to 6 minutes an hour, before reforming.
=Ecology=
Environment: any hills or plains
Organization: Solitary or patch (2-16)
Treasure: Standard
The lotus leshy, is an enigma. They're spotted quite rarely, darting amongst fields of loteae, and other rosids, knicking herbivores who threaten the plants into a narcotic slumber, before slowly rolling them out of the feild, before they even know what has occured. They're rarely seen to communicate with kin, even other lotus leshys. When a patch of lotus leshys gather, they seem to simply stand in a circle, each one posed differently, as if it where a strange contest of sorts. Occaisonally, one will attempt to move without the other's noticing. This breaks after one has moved close enough to another to touch them. They all promptly scatter to the wind.
The lotus leshy can often be spotted posing in some manner of sorts, often evocative of poetic, or meditative imagery. What little can be communicated from a lotus leshy is often eloquent, sage, melancholy and cryptic. The only time they seem particularly animated, is while creating a petal dagger. Their weapon of choice is a small wood-chip, with afew woven stems as a handle, and a sheath consisting of a folded lotus petal. This functions as a +1 Dagger in a lotus leshy's hands, but no one else's.
They have occaisionally been spotted stealing seeds from eachother's feilds. This seems to be a sport of sorts amongst lotus leshys.
Taco Man |
-Growing a lotus leshy-
Lotus leshy grow best in a windy meadow, among various Loteae. A small mound of dirt is made to hold afew spare petals, and specks of pollen in place. The leshy is not "born" with their cloak or dagger, but given 24 hours to their own devices, can grow the materials for one
CL 10th, 4,500gp
=RITUAL=
Requirements Knowledge (nature) 5 ranks, plant growth, summon nature's ally III, Gaseous Form;
Skill Knowledge (nature) DC 16; Cost 2,250 gp
Taco Man |
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Still no feedback, but hey, may as well post these for open view! (And self necrobumps.... I'msolonely.)
A gnarled stump of a creature, with bandy legs, hook-curved, winding arms, and a set of grim, cruel, cracks for a face, with a much more peaceful, smooth-marble face beneath the mask of this wooden knight.
Bark Leshy CR 1
N Small plant (leshy, shapechanger)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 16, touch 16, flat-footed 16 (+1 Natural, +2 Armor, +2 shield, +1 size)
hp 12 (2d8+3)
Fort +7, Ref +1, Will +1
Immune electricity, sonic, plant traits
Resist Acid 10, cold 10
Vuln. Fire
OFFENSE
Speed 20 ft., climb 10 ft.
Melee Claw +2 (1d3+2), Shield Bash +2 (1d3+2)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—pass without trace
-Tree Meld (see text)
STATISTICS
Str 12, Dex 8, Con 16, Int 5, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 9
Feats
Toughness
Skills Stealth +6 (+9 in forests and jungles), Survival +4 (+5 in forests and jungles); Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst
=Special Abilities=
Stands through the Seasons (Ex):
Through all hours of the year, a tree stands, through storm, wind, rain, and cold. Much like the tree, the Bark Leshy weathers most of the elements with endurance, and strength. Also like most trees, the bark leshy is highly flammable. A bark leshy gains resistance 10 vs Cold and Acid, but a vulnerability to fire.
Tree Meld (Ex) A bark leshy can naturally latch himself into the bark of any larger tree, similar to how the spell meld into stone functions. They can remain in the tree as long as they like, sharing nutrients and water with the tree.
ECOLOGY
Environment any forest or hill
Organization solitary or clump (2-16)
Treasure standard
The bark leshy takes an almost singular function as a defender, and warrior. Hiding latched on to or around the trees they're born amongst, they feel most interactions as the tree itself would. In response to the painful stimuli of the tree being cut, they'll often leap down to savagely maul whoever made the mistake of harvesting lumber from their locale.
Bark leshy's tend to remain fairly stoic, when they take watch of their trees, but when ambling for resources or socializing, they take on loud, brash, boastful, and cruel personae. They often tell increasingly tall tales of their craftsmanship and combat exploits, often escalating to brawls amongst the creatures. This is only exasperated if a nearby tree provides sap, which seems to inebriate the creatures as alcohol does most humanoids.
Each bark leshy, shortly after its "birth", takes time to "forge" itself a set of armor, and a shield, out of bark, twigs, and other resources from its chosen "ward". These function as Masterwork leather armor, and a masterwork heavy shield (only to the bark leshy that made them).
Bark leshys grow from saplings, planted on the roots of large, healthy trees, and buried beneath a "house" of loose bark chunks. Bark leshys are not created with their bark armor and bark shield, but given an hour to their own devices, with the necessary resources, will make one. Unarmored, the bark leshy resembles an odd, twisted, doll of sorts.
CL 6th; Price 1,500 gp
RITUAL
Requirements Knowledge (nature) 5 ranks, barkskin, plant growth, summon nature's ally I; Skill Knowledge (nature) DC 13; Cost 750 gp
Cuuniyevo |
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As a proud member of the Leshy Fanclub, I feel I should apologize for not noticing this thread until now. D:
I really like Cactus and Bark, but Lotus doesn't feel right to me. The lotus I know is an aquatic plant, and not at all similar to orchids, which are mentioned in its description.
The Cactus Leshy having 10 Cha seems a little odd, considering they're described as being lonely, surly and silent. I'd also change their Shed Spikes to Shed Spike Clusters, to make them sound a little more like caltrops. Individual spikes lay flat on the ground, and wouldn't really be dangerous to walk on.
Minor quibbles aside, I like the character and flavor text for all of them you've written so far. =]
GM Facepalm |
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I made these awhile back after inspiration grew from watching an episode of Thundercats (new episodes), featuring a leshy-like race.
LESHY, FULL (22 – 35 RP)
The lesser leshys are a less powerful version of the leshy subtype. The original subtype (16 RP) benefits from (4 RP) Elemental Immunity Electricity and (4 RP) Elemental Immunity Sonic.
LESHY, CACTUS, LESSER (24 RP)
LESSER CACTUS LESHY RACIAL TRAITS
-2 Strength, +2 Constitution, -2 Intelligence, +2 Charisma: Cactus leshys are hardy and companionable but weak and slow-witted.
Cactus Leshy: Cactus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Cactus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Cactus leshys have a base speed of 20 feet.
Darkvision: Cactus leshys can see in the dark up to 60 feet.
Low-Light Vision: Cactus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small cactus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Cactus leshys gain a +4 racial bonus on Stealth and Survival checks in deserts.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Cactus leshys receive slam as a primary natural attack, dealing 1d3 damage.
Needle: A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (cacti).
Spine: A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of your turn. The grappler also receives the leshy spine effect (bleed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Cactus leshys begin play speaking Common and either Druidic or Sylvan. Cactus leshys with high intelligence scores can choose from the following. Draconic, Druidic, Giant, Gnoll, Osiriani, Sylvan, and Terran.
BESTIARY
Cactus Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2
Immune electricity, sonic, plant traits
OFFENSE
Speed 20 ft.
Melee slam +1 (1d6-1)
Ranged needle +4 (1 plus spine)
Space 5 ft., Reach 5 ft.
Special Attacks needle, spine
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 8, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +1; CMB –1; CMD 11 (15 vs. trip)
Feats Blind-Fight
Skills Stealth +6 (+10 in deserts), Survival +2 (+6 in deserts);
Racial Modifiers +4 Stealth and +4 Survival in deserts
Languages Druidic, Sylvan; plantspeech (cacti only)
SQ change shape (Small cacti, tree shape), verdant burst
ECOLOGY
Environment any desert
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Needle (Ex) A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Spine (Ex) A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of the cactus leshys turn. The grappler also receives the leshy spine effect (bleed).
Cactus leshys tend to the silent barren of the sandsea. In appearance they have rigged, pulpy-looking bodies. They can bare random deserts flowers and prickly fruits or cactus fig amid long needles. Intimately connected to the sun, cactus leshy see to the growth or health of those in need along the arid wastes. Despite being highly companionable, they are quick to defend themselves should they encounter danger. When not laboring or tending to others, they take up ritualistic practices in exercising unmoving stances in respect to the often still desert. Cactus leshy are spawned from realms of desert sands and barren lands or an oasis of the natural world
GROWING A CACTUS LESHY
Cactus Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, obscuring mist, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp
TABLE 1-1:
LESSER CACTUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Cha) 0
Language Standard 0
Ability Score Unfavorable Strength -4
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spine 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Natural Attack 1
Offense Needle 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 24
LESHY, FLYTRAP, LESSER (25 RP)
LESSER FLYTRAP LESHY RACIAL TRAITS
+2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma: Flytrap Leshys are fast and physically strong however they are rather dull-witted having trouble with other races because of their tendency of trying to eat them.
Flytrap Leshy: Flytrap Leshys are plants with the Leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Flytrap Leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Flytrap Leshys have a base speed of 20 feet and a climb speed of 10 feet.
Darkvision: Flytrap Leshys can see in the dark up to 60 feet.
Low-Light Vision: Flytrap Leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All Leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small Flytrap plant of the same type of growth the Leshy is related to. The Leshy gains a +10 racial bonus on Disguise checks while in this form. A Leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Flytap Leshys gain a +4 racial bonus on Stealth and Survival checks in swamps, jungles and undergrowth.
Leave no mark: All Leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Flytrap Leshys receive Bite as a primary natural attack, dealing 1d4 points of damage.
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 plus ½ character level plus strength modifier) to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. Add 1 point of damage for every three levels you possess.
Plantspeech: All Leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (Flytrap).
Verdant Burst (Su): When slain, a Leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain Leshy heal 1d8 points of damage plus 1 point per HD of the slain Leshy, and plant life of the same type as the Leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Vulnerable: Flytrap Leshys take 150% as much damage as normal from cold attacks, unless they are immune to cold via other special defenses.
Languages: Flytrap Leshys begin play speaking Common and either Druidic or Sylvan. Flytrap Leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.
BESTIARY
Flytrap Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 10 (2d8+2)
Fort +4, Ref +2, Will +0
Immune electricity, sonic, plant traits
Weaknesses vulnerable to cold
OFFENSE
Speed 20 ft., climb 10 ft
Melee bite +1 (1d6+2)
Space 5 ft., Reach 5 ft.
Special Attacks engulf, sneak attack + 1d6
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 15, Dex 15, Con 12, Int 6, Wis 11, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Blind-Fight
Skills Stealth +10, Survival +1
Racial Modifiers +4 Stealth and +4 Survival in swamp, jungle, overgrowth
Languages Druidic, Sylvan; plantspeech (flytrap only)
SQ change shape (Small flytrap, tree shape), verdant burst
ECOLOGY
Environment any swamp, jungle, overgrowth
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a DC 11 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. The save DC is Constitution-based.
Flytrap leshys tend to jungles and swamps. In appearance they have soft, pulpy-looking bodies. Intimately connected to undergrowth vistas, flytrap leshys see to the need of others who find themselves lost or otherwise chanced upon, and swiftly tending to their own ravenous needs instead. They are alarmingly quick to devour anyone they encounter. Things were not always this way for the flytrap leshy, stories of old speak of benevolent guardians. Yet they were the first and last of all leshys to taste the flesh of non-plant matter, forever changing their clan customs in place of insatiable desire. When deprived of food for too long, they become weakened, rooting their unmoving stance while awaiting sustenance. Some know to keep their distance, a rare few have been able to communicate without immediate threat.
GROWING A FLYTRAP LESHY
Flytrap Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, acid splash, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp
TABLE 1-2:
LESSER FLYTRAP LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Mixed Weakness (+2 Str, +2 Dex, -4 Int, -2 Cha) -2
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Offense Bite 1
Offense Engulf 4
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Cold Vulnerability -2
Total 25
LESHY, FUNGUS, LESSER (29 RP)
LESSER FUNGUS LESHY RACIAL TRAITS
+2 Constitution, -4 Intelligence, +2 Charisma: Fungus leshys are hale and possess forceful personalities but slow-witted.
Fungus Leshy: Fungus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Fungus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Fungus leshys have a base speed of 20 feet.
Darkvision: Fungus leshys can see in the dark up to 60 feet.
Low-Light Vision: Fungus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small fungus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in swamps and underground.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attacks: Fungus leshys receive bite as a primary natural attack, or a secondary attack if wielding manufactured weapons, dealing 1d2 damage. Fungus leshy also receive two claws attack. These are primary natural attacks, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (fungi).
Puffball: A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshys spores. The puffball has a range increment of 20 feet.
Spores: A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a Fortitude save DC (10 + ½ character level + Constitution modifier) or have their vision reduced to 10 feet for 1d4 rounds. Spending a full-round action to wash one's eyes with water ends this effect.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Fungus leshys begin play speaking Common and either Druidic or Sylvan. Fungus leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Dwarven, Sylvan, and Terran.
TABLE 1-3:
LESSER FUNGUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Con, -4 Int, +2 Cha) -1
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spores 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Bite 1
Offense Claws 2
Offense Puffball 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 29
LESHY, GOURD, LESSER (19 RP)
LESSER GOURD LESHY RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Charisma: Gourd leshys are fast but relatively weak and are rather comical in appearance, proving to be dull-witted and gullible.
Gourd Leshy: Gourd leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Gourd leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Gourd leshys have a base speed of 20 feet.
Darkvision: Gourd leshys can see in the dark up to 60 feet.
Low-Light Vision: Gourd leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small gourd plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Gourd leshys gain a +4 racial bonus on Stealth and Survival checks in plains and undergrowth.
Ensnare: The seeds and slam attack of a gourd leshy entangle the target in vines for 1d4 rounds unless the target makes a Reflex save DC (10 + ½ character level + Constitution modifier). The target can attempt to burst these entangling vines before the duration expires as a move action, making a Strength or Escape Artist check.
Keepsake (Su): 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 leshys 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 character level.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Gourd leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (gourd).
Seed: A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the gourd leshys ensnare ability. This attack has a 10-foot range increment.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Gourd leshys begin play speaking Common and either Druidic or Sylvan. Gourd leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.
TABLE 1-4:
LESSER GOURD LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Cha) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Ensnare 3
Offense Natural Attack 1
Offense Seed 1
Other Keepsake 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 19
LESHY, LEAF, LESSER (16 RP)
LESSER LESHY, LEAF RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Wisdom: Leaf leshys are fast and insightful but relatively weak and dull-witted.
Leaf Leshy: Leaf leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This
means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Leaf leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Versatile Speed: Leaf leshys have a base speed of 20 feet and a climb speed of 10 feet, gaining a +8 racial bonus on Climb checks that a climb speed normally grants. Leaf leshy also have a fly speed of 10 feet with clumsy maneuverability. They cannot use there fly speed to hover. When flying, a leaf leshy glides and must end its movement at least 5 feet lower in elevation than it started. They cannot gain height with these leaf wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the leshy to rise, they can take advantage of the updraft to increase the height at which they can glide.
Darkvision: Leaf leshys can see in the dark up to 60 feet.
Low-Light Vision: Leaf leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small tree of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Leaf leshys gain a +4 racial bonus on Stealth and Survival checks in forests and jungles.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (trees).
Seedpods: Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a Fortitude save DC (10 + ½ character level + Constitution modifier) or be deafened for 1 round.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Leaf leshys begin play speaking Common and either Druidic or Sylvan. Leaf leshys with high intelligence scores can choose from the following. Auran, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.
TABLE 1-5:
LESSER LEAF LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Wis) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Movement Flight 2
Offense Seedpods 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Glide -1
Total 16
LESHY, SEAWEED, LESSER (29 RP)
LESSER SEAWEED LESHY RACIAL TRAITS
+2 Constitution, -2 Intelligence, +2 Wisdom: Seaweed leshys are hale and alert but tend to mock freshwater creatures or plants.
Seaweed Leshy: Seaweed leshys are plants with the aquatic, leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Seaweed leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Seaweed leshys have a base speed of 20 feet and a swim speed of 20 feet.
Darkvision: Seaweed leshys can see in the dark up to 60 feet.
Low-Light Vision: Seaweed leshys can see twice as far as humans in conditions of dim light.
Air Cyst (Su): 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: Seaweed leshys breathe both air and water.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small seaweed plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in water.
Entangler: Seaweed leshys can use Entangle as a spell-like ability once per day if in water. The spell level is equal to character level.
Freshwater Vulnerability: Seaweed leshys who are forced to be submerged in freshwater risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Seaweed leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (seaweed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Water Jet: A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a Fortitude save DC (10 + ½ character level + Dexterity modifier) or be blinded by the water for 1 round.
Languages: Seaweed leshys begin play speaking Common and either Druidic or Sylvan. Seaweed leshys with high intelligence scores can choose from the following. Aboleth, Aquan, Draconic, Druidic, Elven, Sahuagin, and Sylvan.
TABLE 1-6:
LESSER SEAWEED LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Aquatic 2
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Wis) 0
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Magical Spell-Like Ability, Lesser 1
Movement Swim -
Offense Natural Attack 1
Offense Water Jet 1
Other Air Cyst 1
Other Amphibious 2
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Vulnerability Freshwater -2
Total 29
LESHY ALTERNATE RACIAL TRAITS
Ferrous Growth: Once per day, a leshy can cause a twig or stick from a branch to grow into an object weighing up to 10 pounds, such as a sword or light wooden shield. This object remains in the form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This trait replaces Leave No Mark.
Fertile Soil: Sorcerers with the verdant bloodline (seaweed leshy use aquatic bloodline) treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics with the Plant domain (seaweed leshy use Ocean Domain) (cactus leshy use Desert Domain) use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. This trait replaces Leave No Mark.
LESHY RACE TRAITS
Compost Harvester (Fungus Leshy only): Once per day as an immediate action, you can treat positive and negative energies as if you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for one minute when activated.
Desert Sun (Cactus Leshy only): You find comfort among arid waves of the sandsea, you gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions. During the day, you gain a +1 trait bonus on all Charisma-based checks.
Earthsense (Flytrap Leshy only): Your connection to the soil is exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Ebb and Flow Ruse (Seaweed Leshy only): Plying maneuvers through gradient currents, you gain a +1 bonus on Acrobatics checks within water, and Acrobatics is always a class skill for you.
Hollow Head Collective (Gourd Leshy only): You rarely forget and take in everything learned. Choose any two Knowledge skills. These become class skills for you.
Kelp Fighter (Seaweed Leshy only): Your speed may not be reduced to less than 10 feet by aquatic plant life deemed as difficult terrain (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).
Lucky Charms (Gourd Leshy only): Collecting random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coin, when under the effect of a luck bonus of any kind, that bonus increases by 1.
Rooted Stance: You receive a +2 racial bonus to your CMD when resisting bull rush or trip attempts while standing amid soil or vegetation.
Rot Farmer (Fungus Leshy only): You have the ability to sniff out decay, this functions as the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Self-Preservation (Leaf Leshy only): Your developed sense of self-reliance grants you a +1 trait bonus to Willpower saves and a +1 trait bonus to Survival skill checks.
Underbrush Rover (Flytrap Leshy): Crawling through thorny brambles and other thick shrubbery
during ambushes has taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
Warding Sap (Cactus Leshy only): Possessing a protective sap with astringent and antiseptic properties, you gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Once per day you can produce cactus milk and prickly pear fruit to sustain one human similar to the spell create food and water.
Weapon Drill Harrier (Leaf Leshy only): When not laboring on their trees, you play at war, wheedling any companions to engage in mock duels with twig spears, resorting to private weapon drills. You gain a +1 trait bonus on attack rolls with a weapon mostly made of wooden (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood).
LESHY FEATS
Fertilizer
Prerequisite: Fungus Leshy
Benefit: Once per day as a full round action you may feed from the decaying organic material of corpse’s less than one week old. You consume residual negative energy from their death along with the organic sustenance in fertilizing new life, restoring 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.
Photosynthetic Healing
Prerequisite: Cactus, Flytrap, Gourd, or Leaf Leshy
Benefit: Leshys can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.
Photosynthetic Hydration
Prerequisite: Seaweed Leshy
Benefit: Once per day as a standard action, when exposed to direct sunlight while submerged in saltwater, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Fresh water, brackish water, stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Using this ability also provides the leshy with one meal’s worth of nourishment.
Grow Armor
Prerequisite: Leshy
Benefit: You may grow a suit of armor of a limited type related to the leshy, see table below. This armor is treated as though it were masterwork, weightless for determining encumbrance, and may be enchanted. You may also shed this armor and regrow a new suit of your choice by spending 24 hours in a shedding ritual.
Table 1-7:
Grow Armor
Leshy Type || Armor || Functions As || Available Types
Cactus/Flytrap/Fungus || Rubber || Eel Hide Armor || Padded, Leather, Studded Leather
Gourd || Vine || Eel Hide Armor || Padded, Leather, Studded Leather
Leaf || Leaf || Darkleaf Cloth Armor || Padded, Leather, Studded Leather
Seaweed || Seashell || Clam Shell Armor || Hide, Scale, Chainmail
GM Facepalm |
How is the leshy subtype a 10rp thing?
Lesser leshys, either weaklings or hybrids, have not inherited the full capabilities of their race. The original subtype (16 RP) benefits from (4 RP) Elemental Immunity Electricity + (4 RP) Elemental Immunity Sonic. Instead, switch out both Elemental Immunities with Elemental Resistance. Doing so will produce 10 RP total for the subtype as detailed below.
(2 RP) Darkvision
(-1 RP) Low-Light Vision (negative value, already gains this trait from plant type)
(1 RP) Elemental Resistance Electricity
(1 RP) Elemental Resistance Sonic
(3 RP) Constant Spell-Like Transmutation
(3 RP) Change Shape
(1 RP) Plantspeech
(0 RP) Verdant Burst
The lesser leshy is an approach to introduce a character race that can be used with any other core race or standard race in the game. Such examples of balanced play are the Gourd and Leaf Leshy.
Should you have concern about whether to allow monstrous races (+20 RP) into your game, such as the Seaweed or Flytrap Leshy, consider one of the following character creation guideline alternatives:
• Standard Races 20 Point Buy, Advanced Races 15 Point Buy, and Monstrous Races 10 Point Buy.
• Standard/Advanced Races 15 Point Buy and Monstrous Races 10 Point Buy.
• Use the party's calculated average RP (ARG pg.219) for an adjusted APL.
♦ Homebrew suggestion: Leadership Feat and choosing PC Monstrous Races as cohorts.
Monstrous Races as Cohorts (assuming 10 Point Buy character creation guideline for +20 RP race)
Monstrous NPC's:
The ability scores for an NPC monstrous race (+20 RP) are: 14, 13, 12, 11, 10, 9.