Large Fey, Any Evil Alignment
Armor Class 18 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +12, CON +10, WIS +8
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Sylvan Abyssal, Sylvian but doesn't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Leshen's innate spellcasting ability is Wisdom (Spell save DC 16). The Leshen can innately cast the following sells, requiring no material components.

At Will: Druidcraft

2/Day each: Cloudkill, Dispel Magic, Insect Plague

1/Day each: Hallucinatory Terrain, Harm

Magic Attacks. The Leshen's weapon attacks are magical

Magic Resistance. The Leshen has advantage on saving throws against spells and other magic effects. 

Totem Stride. Once on it's turn, the Leshen can use 10ft of it's movement to step magically into one of his totems within it's reach and emerge from a second totem within it's territory, appearing in an unoccupied space within 5ft of the second totem.

Rejuvenation. If the Black Root is destroyed, it regains all it's hit points in 1d4 hours and emerge from the roots of it's blighted tree unless a greater restoration or wish spell is cast on the tree and the corpses of the children are given a proper burial.

Actions

Multiattack. The Leshen makes two melee attacks.

Claws. Melee Weapon Attack; +12 to hit, reach 10ft, one target.  Hit 25 (5d10+7) slashing damage.

Roots Strike(Recharge 5-6). The Leshen targets up to two creatures that it can see within 90ft of it. Each target must succeed on a DC 17 Dexterity saving throw or take 17 (3d6+7) bludgeoning damage and the target is grappled [escape DC 17]. Until this grapple ends, the target is restrained. When a creature ends it's turn restrained by this power it takes an extra 17 [3d6+7] bludgeoning damage as the roots contact to crush it.

Call Primal Beast (Recharge 6). The Leshen chooses what to summon and attempts a magical summoning. The Leshen can summon 1d6 Primal Murder of Crows, 1d5+1 Primal Wolves or 1 Primal Bear. A summoned creature appears in an unoccupied space within 60ft of the Leshen, acts as an ally of it's Leshen. It remains for 1 minute, until it or it's Leshen dies, or until the Leshen dismisses it as an action.

Life Drain (Recharge 5-6). The Leshen targets up to three creatures that it can see within 10ft of it. Each target must succeed on a DC 17 Constitution saving throw or take 21 (6d6) necrotic damage, and the Leshen regains hit points equal so the total damage dealt to all targets.

Lair and Lair Actions

 

 

Previous Versions

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Monster Tags: plant

Habitat: Forest

midnight6sf

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