Innate Spellcasting
The Leshen spellcasting ability is [Wisdom] (spell save DC 19). The Leshen spells prepared:
at will: druidcraft
2/day: cloudkill, dispel magic, insect plague
1/day: etherealness, storm of vengeance
Multiattack. The leshen makes two multiattacks.
Claws. Melee Weapon Attack:+14 to hit, reach 10ft., one target. Hit 26 (3d10)+8 slashing damage.
Root Strike (Recharge 5-6). The leshen targets up to two creatures that it can see within 90 feet of it. Each target must succeed on a DC 19 Dexterity saving throw, taking 22 (3d8+8) bludgeoning damage and being grappled (escape DC 19) on a failed save. Until this grapple ends, the target is restrained. When a creature ends its turn restrained by this power it takes an extra 22 (3d8+8) bludgeoning damage as the roots contract 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, 1d3+1 Primal Wolves, or 1 Primal Bear. A summoned creature appears in an unoccupied space within 60 feet of the leshen, acts as an ally of its leshen. It remains for 1 minute, until it or its leshen dies, or until the leshen dismisses it as an action
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 step magically into one of its totem within its reach and emerge from a second totem within its territory, appearing in an unoccupied space within 5 feet of the second totem.
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 a creature's turn. The leshen regains spent legendary action at the start of its turn.
Move. The leshen moves up to its speed without provoking opportunity attacks.
Claws. The leshen makes one claw attack.
Cast a Spell (Cost 2 actions). The leshen cast a spell from its list of Innate Spellcasting, using a daily use as normal.
Call Lightning (Cost 3 actions). The leshen targets on a creature that it can see within 120 feet of it. The target must succeed on a DC19 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed throw, or half as much damage on a successful one.
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Description
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Lair and Lair Actions
A leshen lives in a 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 60 feet around the leshen becomes difficult terrain until initiative count 20 on the next round. Huge or large creatures are not affected.
- The leshen and allied creatures within 60 feet of it are healed of 18 (4d8) hit points.
- A green mist fills the lair. All creatures within 60 feet of the leshen must succeed on a DC 18 Constitucion saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region contains a legendary leshen’s lair, which creates one or more of the following effects:
- Beast creatures are empowered by the leshen´s presence. Giant and Dire versions 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 toward 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.
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