Innate Spellcasting. The Leshen's innate spellcasting ability is Wisdom (spell save DC 16). The Leshen can innately cast the following spells, requiring no material components:
- At will: druidcraft, grasping vine, speak with plants, plant
growth - 2/day each: insect plague, polymorph, wall of thorns
- 1/day each: etherealness, storm of vengeance
Legendary Resistance (3/day): If the Leshen fails a saving throw, it can choose to succeed instead.
Magic Attacks. The Leshen's weapon attacks are magical.
Magic Resistance. The Leshen has advantage on saving throws against spells and other magic effects.
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 his totems within its reach and emerge from a second totem within its territory, appearing in an unoccupied space within 5 feet of the second totem.
Multiattack. The Leshen makes two melee attacks.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 7) slashing damage.
Roots 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 17 Dexterity saving throw or take 17 (3d6 + 7) bludgeoning damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. When a creature ends its turn restrained by this power it takes an extra 17 (3d6 + 7) bludgeoning damage as the roots contract to crush it.
Call Primal Beast (2/Day). 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 hour, until it or its Leshen dies, or until the Leshen dismisses it as an action.
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.
Claws. The Leshen makes one claws attack.
Cast a Spell (Costs 2 Actions). The Leshen casts a spell from its list of Innate Spellcasting, using a daily use as normal.
Flock of Crows (Costs 2 Actions). The Leshen turns into a flock of crows and teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Call Lightning (Costs 3 Actions). The Leshen targets one creature that it can see within 120 feet of it. The target must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.
Description
Deep into the darkest forest, where no man has set foot in centuries, lurk the ancient Leshen. These Leshens remember the primal state of the world, when civilization didn't exist and when the forest was covering most of the land. They were already old when dwarfs and elves were still young races. Untouched by time, Leshens old enough to earn the appellation "ancient" wield greater powers and use advanced tactics that make them particularly dangerous.
Lair and Lair Actions
A Leshen lives in 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 larger creatures are not affected.
- The Leshen and allied creatures within 60ft of it are healed 18 (4d8) hit points
- A green mist fills the lair. All creatures within 60 feet of the Leshen must succeed on a DC 18 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary Leshen ’s lair is empowered by the creature's presence, creating the following magical effects:
- Beast creatures are empowered by the Leshen's presence. Giant and Dire version 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 towards 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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Posted Apr 26, 2020This statblock is really nice, but I can't find the primal beats decribed in the CAll Primal Beasts action on DND beyond. What is their CR, or wehere can I find statblocks for them?
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Posted Apr 27, 2020I just used primal as a descriptor, I intended them to just be Dire Wolves, and bears. Sorry for the miscommunication.
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Posted Apr 30, 2020Alright, thank you for the clarification. I suppose the bear would be a Cave Bear, so that it has a higher Cr then the dire wolf? Otherwise I don't see why the leshen would invoque a single brown or black bear instead of 1d3+1 dire wolves.