| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 17 | +3 | +6 |
| CHA | 15 | +2 | +2 |
Forest Meld: While in a forest, the Leshen can move through nonmagical difficult terrain without expending extra movement. It can attempt to hide even when only lightly obscured by natural foliage.
Nature’s Wrath: The Leshen’s presence corrupts the surrounding area. Plants within 30ft of it become difficult terrain for all creatures except the Leshen and its summoned allies.
Multiattack: The Leshen makes two claw attacks and one root lash.
Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Root Lash: Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 10 (2d10 + 4) bludgeoning damage and the target must succeed on a DC 14 strength saving throw or be restrained until the end of its next turn. The root can be attacked (AC 12, 10 HP) to free the target.
Forest Summons: The Leshen calls upon the forest to aid it. Choose one of the following:
- Summon Ravens: A Swarm of Ravens appears in an unoccupied space within 30ft and acts immediately on the Leshen’s turn. The swarm lasts 3 rounds or until reduced to 0HP.
- Summon Wolves: Two Hollow Wolves appear and act on their own initiative. They vanish after 1 minute or if slain.
Entangling Roots (1/day): The Leshen causes thick roots to erupt in a 20-foot radius centered on a point it can see within 60ft. Each creature in the area must succeed on a DC 14 strength saving throw or be restrained for 1 minute. Creatures can repeat the save at the end of their turns. The area becomes difficult terrain for the duration.
Vanish Into Trees (Recharge 6): The Leshen teleports up to 60ft to a space it can see that’s within a tree or thick foliage. It has advantage on its next attack before the end of its turn.
Description
A towering forest wraith with antlers like twisted branches and a skull for a face, the Leshen is an ancient guardian turned corrupted. It commands the woods with eerie silence, summoning beasts and binding intruders in roots as it stalks the living through the mist.
“They say if you spill blood ‘neath the old altar in the deep woods, the Watcher wakes. Not a beast, no—somethin’ older. Wears the woods like a cloak, antlers like a crown, and eyes that burn with the forest’s rage. Best pray the Leshen don’t mark you… ‘cause once it does, the trees themselves’ll turn against you.”
Lair and Lair Actions
“You push through the last wall of hanging vines and emerge into a hollow that feels impossibly still. The trees here are wrong — tall and bone-white, their limbs twisted like gnarled fingers clawing at a sky choked with mist. Every branch creaks with a soundless tension, and the underbrush is thick with bramble and black thorns that seem to shift when unobserved.
In the heart of the grove stands a stone altar, slick with moss and pulsing faintly with green light that hums in your bones. Surrounding it are the husks of animals—foxes, deer, and even wolves—impaled on wooden spines that have grown straight from the earth. The air is damp, heavy, and carries a scent of rot and wet bark.
The forest itself seems to breathe. No birds. No wind. Just the low, rhythmic creaking of trees and the distant crunch of something massive moving just beyond the veil of mist.”
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:
- Grasping Roots: DC 13 Strength save or be restrained until end of turn.
- Forest Fog: Lightly obscures battlefield. Ranged attacks have disadvantage for 1 round.
- Vine Snare: A tree lashes out at a random enemy within 30 ft of it. +5 to hit, 1d8 damage and must make DC 12 Dex save or drop one held item.
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