Turn Resistance. The Corrupted Leshen has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the Corrupted Leshen to 0 hit points, it must make a Constitution saving throw with a DC of 5 + half the damage dealt, unless the damage is radiant or from a critical hit. On a success, the Corrupted Leshen drops to 1 hit point instead.
Regeneration. The Corrupted Leshen regains 10 hit points at the start of its turn. If the Corrupted Leshen takes fire damage it regains only 5 hit points at the start of its turn. The Corrupted Leshen only dies if it starts its turn with 0 hit points and doesn't regenerate.
Legendary Resistance (3/Day): If the Corrupted Leshen fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Corrupted Leshen has advantage on saving throws against spells and other magical effects.
Spellcasting. The Corrupted Leshen is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Corrupted Leshen has following Druid spells prepared:
Cantrips (at will):druidcraft, infestation
1st level (6 slots):entangle, fog cloud
2nd level (5 slots): hold person,spike growth, earthbind
3rd level (5 slots): erupting earth, plant growth, vampiric touch, bestow curse,
4th level (4 Slots):blight, giant insect,
5th level (2 Slots):enervation, contagion, insect plague,
Multiattack. The Corrupted Leshen makes three attacks: two with its Vine Whip and one with its slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 12) bludgeoning damage.
Vine Whip. RangedWeapon Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d6 + 6) slashing damage.
Constrict. A vine from the Corrupted Leshen lashes out. One target must make a DC 18 Dex saving throw or be grappled by the vine.
A Corrupted 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 Corrupted Leshen regains spent legendary actions at the start of its turn.
Slam. The Corrupted Leshen makes a slam attack.
Constrict. Vines from the Corrupted Leshen lash out and up to three creatures must make a DC 18 dexterity Saving Throw or be grappled. To escape the creature must succeed on a DC 22 Strength Check and lose their action.
Vampiric Vines. The Corrupted Leshen makes a vine whip attack doing an additional 2d6 necrotic damage and regaining half the total damage done in health.
Description
"I always tell the kids to stay away from the woods. Don't go in 'em, don't go near 'em, and don't go thinking about 'em. It may be full or resources, I mean they are old woods and they are probably filled with deer and wood. But people are a resource and we can't afford sending any souls in there- not so long as those woods are guarded by the Forest Spirits."
-Anonymous Ealdorman
The Leshen is a tall, lanky being, with a buck's skull for a head. Some have antlers that are massive and intricate which give away their age. The Leshen has long arms with claws, and "skin" made of wood. They are covered in foliage and may even sport trinkets on them of animal skulls. They may even sport clothes such as tattered cloth and even the foliage may appear as a sort of cloak. Some Leshens may even sport human skulls impaled on their antlers or strung around their necks or on their belts.
The Leshen is an old forest spirit that haunts primeval woods. They are thought to be the essence of a forest and are a manifestation of it. It is believed that as mankind intruded into the forests reaping the lumber for their houses and over-hunting its animals that nature "fired" back at man. Whether or not that is the case one thing is sure is that the Leshens defend the forests against any men that enter them, even if the man's intentions are not ill. People are advised against traveling into the woods at any costs for the Leshens will kill them or have a pack of woodland beasts sent on them. Leshens are not vacuous though as they do have some reserve of empathy and sense. The Leshen will usually attack intruders but if it oversees a gold-hearted individual it may spare them and possibly reward them. Though this is not common and it is advised not to encounter these beings. They protect the woods at all costs making sure the trees grow tall and fat and the animals flourish and hide from man as much as they can. For this reason the forests they guard are untouched by man and the deep recesses of them are unexplored and perhaps hide many resources or maybe ancient shrines. When a Leshen attacks it is slow but deadly and they will almost move around the trees as they need to, with their skull's looking back with empty yet merciless eye sockets as they make a deep almost man-like howl.
A Leshen will protect its forest at all costs, and should its forest be overtaken by dark forests the Leshen will change to reflect this. Their skull begins to crack, parts of it falling off, their antlers begin to leave faint trails of shadow in their wake as they move. Their wooden "skin" grows over with moss, mushrooms, and vines as large sections of it begin to rot away. A Corrupted Leshen is a dark reflection of the sinister power that has overtaken their woods and it spreads this power wherever it goes. Many Leshen are seen as monsters, beings made only to slaughter the many sentient races, but they only cause harm to those who are harming their woods, however a Corrupted Leshen seeks to kill, sensing and hunting the life force of creatures through root systems, it desires only to take the lives from as much as it can whenever it can, and they prefer any prey with a good alignment, particularly druids.
Lair and Lair Actions
The lair of a Corrupted Leshen is a place of corrupted nature. A forest filled with a dark power, a swamp poisoned by magic, pollution or other means, a former haven of a nature god turned towards decay and undeath. It is a symbol of natures end, and an affront to any druid or nature god.
Lair Actions
On initiative count 18(losing initiative ties), the Corrupted Leshen takes a lair action to cause one of the following effects; the Corrupted Leshen can’t use the same effect two rounds in a row:
- The Corrupted Leshen draws upon its corrupted connection to nature, summoning 1d4 Swarms of Rot Grubs alongside 1d6 Shadow's.
- The Corrupted Leshen shapes natures corruption within its lair, all enemy creatures to the Corrupted Leshen must use 4 feet of movement for ever 1 foot moved as the roots, weeds, and plants move to impede their path and take 1d4 necrotic damage every 5 feet they move.
- A wave of corruption emanates through the Corrupted Leshen's layer, choose up to five dead creatures which are animated with undead life per the spell animate dead, and are permanently under the Corrupted Leshen's control.
Regional Effects
The region containing a legendary Corrupted Leshen’s lair is a monument to corruption and decay, to the downfall of nature itself, which creates one or more of the following effects:
- All non-magical plants within 1 mile of the Corrupted Leshen's lair grow strange mutations normally making them poisonous or other obtain detrimental effects.
- Animals within 1 mile of the Corrupted Leshen's lair are regularly born misshapen and malformed with extra arms or other limbs along with stranger mutations reminiscent of monsters being possible.
- All organic matter within 1 mile of the Corrupted Leshen's Lair rapidly decays after death becoming nothing more than raw organic matter within a week at maximum duration.
If the Corrupted dies, these effects fade over the course of 5d100 days.
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Posted Nov 26, 2019Hi, Its me, the creator, its my first time making one of these, if you have any advice or anything please give it to me, i'm not sensitive and I love constructive criticism.