Large Fey, Chaotic Neutral
Armor Class 21 Natural Armor
Hit Points 450 (30d12 + 240)
Speed 40 ft.
STR
26 (+8)
DEX
16 (+3)
CON
26 (+8)
INT
18 (+4)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws STR +16, DEX +11, WIS +14, CHA +13
Skills Perception +14, Stealth +10
Damage Vulnerabilities Fire
Damage Immunities Cold, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 24
Languages Common, Sylvan, Druidic; Can communicate with beasts and plants
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting The Ancient Leshen’s spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:

 At will: Druidcraft, Pass Without Trace, Thorn Whip

 3/day each: Entangle, Call Lightning, Wall of Thorns

 2/day each: Insect Plague, Conjure Fey (CR 6 or lower), Greater Invisibility

 1/day each: Control Weather, Wrath of Nature

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

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

Nature’s Rejuvenation (Recharge 5-6). When the Ancient Leshen starts its turn in natural terrain, it can absorb the life force around it, regaining 50 hit points. This ability does not function in an area where the land has been desecrated or burned.

Legendary Hunter. Beasts and plant creatures within 120 feet of the Ancient Leshen obey its commands unless they are under magical control from another creature.

Totemic Invulnerability. The Ancient Leshen is invulnerable to all damage and conditions as long as more than one of its totems remains active. These totems are hidden throughout the battlefield and require a DC 20 Investigation check, and channel its power and must be destroyed to weaken it. Once only one totem remains, the Leshen becomes vulnerable to attacks. If all totems are destroyed, the Leshen temporarily loses its legendary resistances for 1 minute.

Actions

Multiattack. The Ancient Leshen makes three attacks: one with its Claw and two with either Root Lash or Withering Stare.

Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 8) slashing damage plus 2d12 Chaos damage.

Root Lash. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target must make a DC 20 Strength saving throw or be grappled. A creature grappled this way is restrained and takes 14 (4d6) piercing damage at the start of its turns.

Withering Stare. Ranged Spell Attack: +11 to hit, range 60 ft., one creature. Hit: 27 (6d6 + 6) necrotic damage, and the target must make a DC 19 Constitution saving throw or have its maximum hit points reduced by the same amount until the end of a long rest.

Swarm of Crows (Recharge 5-6). The Ancient Leshen summons a 30-foot radius swarm of spectral crows centered on itself. The area becomes heavily obscured for 1 minute.

Bonus Actions

Command the Wilds. The Leshen issues a supernatural command to one of its summoned creatures (wolves, Treants, or spectral huntsmen). The chosen creature can immediately make one attack as a reaction.

Reactions

Thorned Retaliation. When a creature within 30 feet hits the Leshen with a melee attack, the Leshen whips its roots in response, forcing the attacker to make a DC 20 Dexterity saving throw. On a failure, the attacker takes 22 (4d10) piercing damage and is pushed back 10 feet.

Hunting Instinct . When a creature attempts to move out of the Leshen’s reach, it can make a Root Lash attack against them. If the attack hits, the target’s speed is reduced to 0 until the end of their turn.

Legendary Actions

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

Move. The Leshen moves up to its speed without provoking opportunity attacks.

Root Strike. The Leshen makes a Root Lash attack.

Summon Wolves (Costs 2 Actions). The Leshen summons 1d4 Dire Wolves to an unoccupied space within 60 feet. These creatures act on the Leshen’s initiative and obey its commands.

Entangling Thorns (Costs 2 Actions). The Leshen causes thick, thorny roots to burst from the ground in a 60-foot radius centered on itself.  Each creature in that area must make a DC 19 Dexterity saving throw taking 4d10 piercing damage on a failed save  and becoming restrained until the end of their next turn or half as  much on a success. The aera is considered difficult terrain and moving through it causes 1d6 of piercing damage per 5ft of movement.

 

Description

Towering amidst the twisted trees of the deepest forests and the shadowed groves of the Underdark, the Ancient Leshen is a being as old as the land itself. A creature of bark, bone, and shadow, it resembles a towering humanoid with a deer skull for a head, its antlers gnarled and massive, tangled with vines and dripping with moss. Its body is a fusion of decayed wood, roots, and pulsing fungal growths, with a dark red gem embedded in its chest, pulsing like a malevolent heart. Its glowing, hollow eye sockets seem to pierce the very souls of those who dare tread upon its domain.

The Leshen is not inherently aggressive, nor does it seek out conflict with mortal beings. It exists as a guardian of ancient, untouched places, thriving in the darkened corners of the world where nature is still primal and untamed. So long as travelers and adventurers respect its lands, it remains unseen, watching from the shadows. But those who cut down its trees, defile its groves, or seek to plunder the sacred places it protects will awaken a force of nature's pure wrath.

When provoked, the Leshen summons the forest itself to its aid—packs of shadowy wolves, crows with glowing red eyes, and twisting roots that drag intruders into the depths of the earth. Those who challenge the Ancient Leshen will find it an unrelenting force, nearly unstoppable unless its totems—arcane foci hidden within its domain—are first destroyed.

Few who have incurred its wrath live to tell the tale. Their bones, entwined with vines, serve as warnings to those who dare to challenge the will of the wilds.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Leshen can use one of the following lair actions:

  • 1. Spectral Huntsmen

    The Leshen summons three ghostly hunters, spectral figures clad in tattered cloaks wielding ethereal bows. These hunters each take a turn immediately after the Leshen, making one ranged attack (Attack +10, 3d8 + 4 necrotic damage) before vanishing at the start of the next round.

    2. Wrath of the Wilds

    The ground within a 60-foot radius trembles as massive roots burst from beneath, striking all enemies in the area. Each creature of the Leshen’s choice must make a DC 20 Dexterity saving throw or be restrained by the roots and take 27 (6d8) bludgeoning damage. Restrained creatures can use their action to make a DC 20 Strength check to break free.

    3. Eyes in the Forest

    The Leshen lets out a haunting howl, causing all plant life, trees, and shadows within its lair to become aware of enemy presence. For the next minute, enemies in the lair cannot hide and have disadvantage on Stealth checks. Additionally, if a creature ends its turn within 10 feet of a tree, the tree lashes out, forcing them to make a DC 19 Dexterity saving throw or take 14 (4d6) slashing damage from whipping branches.


Regional Effects

The land within 10 miles of the Ancient Leshen is warped by its presence, creating one or more of the following effects:

  • The forest is unnaturally quiet, with wildlife avoiding the area.
  • Trees and plants regrow rapidly when cut, making paths difficult to maintain.
  • Corpses of animals and humanoids found in the area sometimes reanimate as shambling plant-zombies under the Leshen’s control.
  • Campfires, torches, and nonmagical flames struggle to burn, often sputtering out.

Leshen Totems

The Ancient Leshen has three Totems, each bound to its dark power. These totems pulse with red, green, or black runes, representing different aspects of the Leshen’s supernatural abilities.

Totem Stats

  • AC: 15
  • HP: 50 (Damage Threshold: 10) (Any attack that deals less than 10 damage does nothing to the totem.)
  • Resistances: Cold, Lightning, Necrotic, Piercing
  • Immunities: Poison, Psychic, Charmed, Frightened
  • Effects (Each totem provides a passive effect until destroyed):
    • Bloodroot Totem (Red Runes): The Leshen regenerates 50 HP at the start of its turn.
    • Shadowbound Totem (Black Runes): The Leshen has resistance to all non-magical damage and gains advantage on Dexterity saving throws.
    • Warden’s Totem (Green Runes): The Leshen can summon two wolves every turn (instead of only once per combat).

Totem's Defense Mechanism

If a creature starts its turn within 10 feet of a totem, the totem lashes out with dark magic:

  • DC 19 Constitution Saving Throw or take 22 (4d10) necrotic damage and be pushed 10 feet away.
Silokun

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