columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Blodeuwedd"
level: "Creature 6"
rare_03: [[Uncommon]]
alignment: ""
size: "Medium"
trait_01: [[chaotic]]
trait_02: [[fey]]
trait_03: [[plant]]
modifier: 14
perception:
  - name: "Perception"
    desc: "+14; Low-Light Vision"
languages: "Aklo, Common, Fey; speak with plants"
skills:
  - name: "Skills"
    desc: "Acrobatics: +15, Diplomacy: +15, Nature: +13, Performance: +15, Stealth: +13, Survival: +11"
abilityMods: [4, 5, 2, 3, 2, 5]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 24
armorclass:
  - name: AC
    desc: "24; __Fort__ +12, __Ref__ +17, __Will__ +14"
hp: 105
health:
  - name: ""
  - name: HP
    desc: "105; __Weaknesses__ cold iron 5"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Sling|+1 Sling]]"
  - name: "Wild Empathy"
    desc: "  The blodeuwedd can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on and make very simple [[Actions/Request|Requests]] of animals."
 
  - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
    desc: "  A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
 
abilities_mid:
  - name: ""
  - name: "Allergen Aura"
    desc: " (aura,primal) 30 feet. A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude check save or become [[Conditions/Sickened|Sickened 2]]. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours.\n\nA blodeuwedd can suppress this aura or activate it again as a free action."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Claw"
    desc: "+14 (agile)\n__Damage__  2d8 + 7 slashing"
 
  - name: "**Ranged** `pf2:1` Sling"
    desc: "+17 (propulsive, range increment 50 feet)\n__Damage__  2d6 + 4 bludgeoning"
 
  - name: "Primal Innate Spells"
    desc: "DC 25, attack +17; __4th __  _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Sleep|Sleep]]_; __3rd __  _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __  _[[Spells/Entangling Flora|Entangle (x3)]]_\n__Cantrips__  __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Tangle Vine|Tanglefoot]]_\n__Constant__  __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
 
  - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
    desc: "`pf2:2` (concentrate,polymorph,primal) A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl.\n\nWhen in humanoid form, the blodeuwedd loses its claw attack.\n\nIn owl form, its statistics change as follows:\n\n*   **Size** Small;\n*   **Speed** fly 60 feet;\n*   **Melee** `pf2:1` talons +15, Damage 1d3+1 slashing.\n\nA blodeuwedd can return to their normal form as a free action.\n* * *\n\nThe 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 [[Actions/Impersonate|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."
 
  - name: "Living Footsteps"
    desc: "  Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away."
 
  - name: "Nature's Infusion"
    desc: "`pf2:2`  **Frequency** once per day\n* * *\n\n**Effect** While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour."
 
name: Blodeuwedd
creatures:
  - 1: Blodeuwedd

The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between nymphs and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph.

Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals.