Gargantuan Aberration, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 445 (27d20 + 162)
Speed 60 ft.
STR
26 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
24 (+7)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +14, WIS +12, CHA +10
Skills Arcana +15, Nature +23, Perception +12, Religion +23
Damage Resistances Cold, Force, Radiant
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 22
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8

Innate Spellcasting. The leshen's innate spellcasting ability is Intelligence (spell save DC 23). The leshen can innately cast the following spells, requiring no material components:

At will: command of the bloody tongue, magnify gravity, plant growth, pulse wave

2/day each: enlightenment of the blind idiot god, gravity fissure, nuclear chaos

1/day each: cursed slumber, psychic scream

Legendary Resistance (3/Day). If the leshen fails a saving throw, it can choose to succeed instead.

Magic Resistance. The leshen has advantage on saving throws against spells and other magical effects.

Warped Attacks. The leshen's weapon attacks are considered magical. When it hits with any attack, the attack deals an extra 4d6 force damage (included in the attack).

Regeneration. The leshen regains 25 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The leshen makes three melee attacks. It can replace one of its melee attacks with a tendril burst.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage plus 14 (4d6) force damage.

Tendril Burst. Ranged Spell Attack: +15 to hit, reach 60 ft., one target. Hit: 27 (5d10) bludgeoning damage plus 14 (4d6) force damage.

Tentacle. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 14 (4d6) force damage. If the target is a creature that is large or smaller it must succeed on a DC 24 Strength saving throw or be knocked prone.

Beseech the Beyond (1/Day). The leshen calls forth a number of aberrations with a total challenge rating equal to double its proficiency bonus. These creatures remain for 1 hour, until they or the leshen are killed, or until the leshen dismisses them as a bonus action.

Legendary Actions

The leshen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leshen regains spent legendary actions at the start of its turn.

Attack. The leshen makes one claw or tentacle attack.

Ensnaring Corruption (Costs 2 Actions). The leshen causes corrupted roots and tendrils to sprout out from it in a 90-foot long line that is 10 feet wide. Any creature in that area must make a DC 22 Dexterity saving throw, taking 32 (4d8 + 8) bludgeoning damage plus 14 (4d6) force damage and being restrained (escape DC 18) on a failed save, or half as much damage and not being restrained on a successful one. The roots and tendrils fade away at the start of the leshen's next turn.

Writhing Tendrils (Costs 3 Actions). The leshen makes 3 tendril burst attacks.

Description

This horrendous nature spirit has been merged with an otherworldly aberrant power. Its upper torso is made of thick bark, has massive pair of trunk like arms covered in decorative bones, and has a large deer skull at its head possessing a massive pair of antlers. At the center of its forehead sits a strange blue and pink gem that seems to swirl with energy. Cracks are visible within its bark like form, from which emit strange pearlescent lights and writhing fleshy tendrils. A large skirt of black or grey blubbery flesh drapes from its waist, and the lower half of this creature is a tangled mess of pinkish blue tentacles. It towers nearly 30 feet tall, and is constantly hovering off the ground.

Lair and Lair Actions

An ancient leshen can be found within its own personal grove, which it has forged over the centuries it has guarded the forest it dwells within. Now twisted with the influence of the outer realms and unknowable horrors, these effects have caused terrifying changes in the landscape and creatures that inhabit it.

Lair Actions

On initiative count 20 (losing initiative ties), the leshen takes a lair action to cause one of the following effects; the leshen can’t use the same effect two rounds in a row:

  • The leshen conjures writhing roots and tendrils in a 30 foot cube centered on a point it can see within 120 feet of it. This area is considered difficult terrain, and any creature that starts is turn in or enters the area for the first time must succeed on a DC 20 Strength saving throw or take 22 (4d10) bludgeoning damage and be grappled. This effect lasts for 1 minute or until the leshen uses this lair action again.
  • The leshen emits a faint prismatic aura. While this aura is present, all ranged attacks against it have disadvantage. Should a ranged attack already have disadvantage before this effect or should the attacker roll a natural 1, it is redirected towards a creature of the leshen's choice within 60 feet of it. This aura lasts until the next lair action.
  • The leshen targets a number of creatures equal to its Intelligence modifier it can see within 120 feet of it. Each creature must succeed on a DC 20 Wisdom saving throw or take 26 (4d12) force damage and be moved to an unoccupied space of the leshen's choice within 120 feet of it.

Regional Effects

The region containing an Ancient Astral Horror Leshen's lair is empowered by the creature's presence, which creates one or more of the following effects:

  • Giant and Dire versions of beasts are more common in this area and are far more hostile. Additionally, beasts within 6 miles of the lair that have an Intelligence score of 2 or lower are warped into terrifying aberrations that will attack and defend the leshen and its home.
  • The leshen can alter the weather and gravitational strength at will in a 6-mile radius centered on its lair. These effects are identical to the control weather and reverse gravity spells.
  • Large planar rifts constantly appear within 1 mile of the leshen's lair. These often lead to other places around the lair, but can also transport you to the astral sea. These rifts may also be portals for other beings to come through, particularly aberrations.

If the leshen dies, these effects fade over the course of 1d10 days.

Previous Versions

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5/20/2022 3:20:43 PM
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SilverDragon99

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