Large Fey, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
13 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +12, CON +10, WIS +9
Skills Perception +10
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Lightning, Poison
Condition Immunities Blinded, Frightened, Paralyzed, Poisoned
Senses Tremorsense 120 ft., Passive Perception 14
Languages Common, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The Ancient Leshen is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): Primal Savagery, Chill Touch, Druidcraft

1st level (4 slots): entangle, absorb elements, ice knife, thunderwave

2nd level (3 slots): blindness/deafness

3rd level (2 slots): erupting earth

5th level (1 slot): Contagion

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 magic effects.

Regeneration. The Leshen regains 20 hit points at the start of its turn if it has at least 1 hit point. If the Leshen takes fire damage this trait doesn't function at the start of the Leshen's next turn.

Totem Stride. Once on its turn, the Leshen can use 10 feet of its movement to Misty Step

Actions

Spellcasting. The Ancient Leshen is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).

Multi-Cantrip. The Leshen makes two cantrip attacks.

Roots Strike (Recharge 5-6). The Leshen targets up to four creatures that it can see within 90 feet 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 its turn restrained by this power it takes an additional 17 (3d6 + 7) bludgeoning damage as the roots contract to crush it.

Bonus Actions

Summon Creatures: Summon either an undead Boar, wolf or a a swarm of ravens .

Reactions

1st level (4 slots): absorb elements

Cantrip. The Leshen makes a cantrip attacks.

Legendary Actions
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.
Cast a Cantrip (Costs 1 Action). The Leshen casts a spell from its list of Innate Spellcasting, using a daily use as normal.
Cast a Spell (Costs 2 Actions). The Leshen casts a spell from its list of Innate Spellcasting, using a daily use as normal.
Flock of Crows (Costs 2 Actions). The Leshen turns into a flock of crows and teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Call Lightning (Costs 3 Actions). The Leshen targets one creature that it can see within 120 feet of it. The target must succeed on a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Description

Deep into the darkest forest, where no man has set foot in centuries, lurk the ancient Leshen. These Leshens remember the primal state of the world, when civilization didn't exist and when the forest was covering most of the land. They were already old when dwarfs and elves were still young races. Untouched by time, Leshens old enough to earn the appellation "ancient" wield greater powers and use advanced tactics that make them particularly dangerous.

Lair and Lair Actions

A Leshen lives in deep forest, usually near a grove or a clearing with a large concentration of totems made of natural materials and animal bones.

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:

  • Roots and plants burst out of the ground, grappling and lashing at creatures. The area within 30 feet around the Leshen becomes difficult terrain until initiative count 20 on the next round. Huge or larger creatures are not affected.
  • The Leshen and allied creatures within 60ft of it are healed 14 (4d6) hit points
  • A green mist fills the lair. All creatures within 60 feet of the Leshen must succeed on a DC 17 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing a legendary Leshen ’s lair is empowered by the creature's presence, creating the following magical effects:

  • Beast creatures are empowered by the Leshen's presence. Giant and Dire version of beasts creatures are more common here than anywhere else. Additionally, Beast creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Leshen and are aggressive towards intruders in the area.
  • The Leshen can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • The totems of a Leshen allow him to watch over his territory within 6 miles of its lair. The effect is similar to the arcane eye spell, but the eye cannot move away from
    the totem.

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

Monster Tags: Hag

Habitat: ForestHillSwamp

Wieaft

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