Aura of Crows. At the start of each of the leshen's turns, each creature within 10 feet of it takes 7 (2d6) piercing damage. A creature that touches the leshen or hits it with a melee attack while within 10 feet of it takes 7 (2d6) piercing damage.
Crows. The leshen has an infinite number of crows (using the Raven stat block). Should any die, the leshen conjures more at the start of its turn.
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.
Magic Weapons. The leshen's weapon attacks are magical and its ranged weapon attacks ignore cover.
Multiattack. The leshen uses Root Strike and then makes two Claw attacks. It can replace one of its Claw attacks with a Murder of Crows attack.
Claws. Melee Weapon Attack. d20+12 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to a bloody wound. Each time the leshen hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Murder of Crows. Ranged Weapon Attack. d20+12 to hit, reach 60/240 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the creature is grappled or restrained, the crows continue to circle the target.
While they circle, the creature takes 7 (2d6) piercing damage at the start of its turn. The crows stop circling once the creature is no longer grappled or restrained.
Entangling Roots. The leshen chooses a creature on the ground that it can see within 120 feet of it. That creature must succeed on a DC 20 Dexterity saving throw or be restrained by entangling roots. A creature restrained by the roots can use its action to make a DC 20 Strength check, freeing itself on a success.
Root Strike. The leshen targets two creatures that it can see within 90 feet of it. Each creature must make a DC 20 Dexterity or Strength saving throw, taking 14 (4d6) piercing damage, be pushed 10 feet away and knocked prone on a failed save, or half as much damage, isn't knocked prone, but still pushed 10 feet away.
Gnarled Growth (Recharge 5-6). The leshen releases a pulse of energy through the ground causing gnarled roots to explode outward in a 20-foot radius around it. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) piercing damage on a failed saving throw, or half as much damage on a successful saving throw.
Scatter (3/day). The leshen's body scatters into hundreds of crows in all directions. The leshen then makes a Murder of Crows attack against each creature within 80 feet of it. The leshen then reappears in an unoccupied location within 60 feet of its original location.
Conjure Roots (Recharge 6). At the end of a hostile creature's turn the leshen creates a wall of roots from the ground around it. The wall forms in a circle that has a 15- foot diameter and is up to 20 feet high and 5 feet thick. The wall provides three-quarters cover. When the wall appears, each creature within its area is pushed 5 feet away from the leshen. A creature cannot pass through the wall, but each 5 foot section of the wall can be attacked and destroyed. (AC 15; hp 40; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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 a Claw or Murder of Crows attack.
Teleport. The leshen's body, along with any equipment it is wearing or carrying, scatters into a few dozen crows and then reforms up to 60 feet to an unoccupied space it can see.
Imprison (Costs 2 Actions). The leshen uses Entangling Roots.
Summon Shamos (Costs 3 Actions). The leshen magically calls 3 (1d6) shamos to its aid. The creatures arrive on initiative 20 (losing initiative ties), acting as allies of the
leshen and obeying its commands.
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