b'Ghost Pepper Leshy \n'b'  Family:   Leshy  \n'b'  Small   plant  ( leshy )  Ghost , ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  HP  99 (18d6 + 36)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX:  11 (+0)  CON:  19 (+4)  INT:  19 (+4)  WIS:  15 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +3,  Acrobatics  +7,  Perception  +10,  Stealth  +10,  Survival  +6  Damage Resistances  bludgeoning, piercing and slashing damage from nonmagical attacks; fire, necrotic  Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  17  Languages  Common, Druidic, Sylvan  Challenge  5 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Speech . The leshy can innately cast the  Speak with Dead  spell, requiring no material components and does not need to share a language with the target to understand them. \n'b'  Plant Form . Small, faintly ethereal  ghost  pepper plant. \n'b'  Bound by Death . A  Ghost  Pepper leshy cannot stray far (more than 120 feet) from either the creature who killed it or the location of their death (varies on the individual leshy). \n'b'  Undead Burst . When the  Ghost  Pepper leshy dies, a burst of necrotic energy explodes from their body. Each creature within a 30-foot radius makes a DC 15  Wisdom  saving throw, taking 7 (2d6) necrotic damage plus an additional 2 (1d4) fire damage at the start of their subsequent turns on a failure. On success, the creature takes half as much necrotic damage and no fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  Ghost  Pepper leshy makes two attacks with either their Peck or Pepper Pod attacks. \n'b'  Peck .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6+4) piercing damage. \n'b'  Pepper Pod .  Ranged Weapon Attack : +7 to hit. Range 30/120 ft., one target.  Hit : 9 (2d4+4) bludgeoning damage. On a hit, the target must make a DC 15  Constitution  saving throw or be set on fire taking 2 (1d4) fire damage at the start of each of their turns. \n'b'  Spicy Breath (Recharge 6) . The  Ghost  Pepper leshy breathes fire in a 30- foot cone. Each creature in the cone must make a DC 15  Dexterity  saving throw or take 14 (4d6) fire damage, or half as much on a successful one. Additionally, any creature that fails this save is set on fire and takes 2 (1d4) fire damage at the start of each of their turns. \n'b'\n'b' ABOUT \n'b' Feared and respected for its extreme spiciness, ghost pepper is far more haunting than any simple specter. Measuring over a million Scoville units, this pepper was considered the hottest in the world for several years. \n'b' The Ghost Pepper leshy arises following the death of a Pepper leshy, haunting the location or perceived cause of its death. Unlike other ghosts, which seem set on completing some unfinished business, the Ghost Pepper leshy is solely fixated on revenge \xe2\x80\x93 a dish best served spicy. \n'b' As leshies are primarily nature spirits, it is unclear why the Pepper leshy is one of the few to form ghosts after death. This has led to theories that the Ghost Pepper leshy is an unrelated, malevolent spirit \xe2\x80\x93 perhaps even a nature spirit that shunned or failed becoming a leshy. \n'b' Rather than arising from the leshy directly, this would suggest the Ghost Pepper leshy is exacting vengeance for a fallen friend, rather than seeking retribution for its own demise. \n'b' Capsaicin, the compound that give peppers their spicy flavor, evolved to discourage mammals from eating peppers. Without mammals to compete with, birds become more likely to eat the pepper, and without molars to crush seeds, birds are better at dispersing seeds after consumption. \n'b' While a successful evolutionary strategy, humans now breed and consume peppers almost solely for that fiery flavor.'