Summon - The ancient Leshen can summon either 3 crow swarms or 3 dire wolves to help it in battle. Only one or the other can be summoned at any point in time. Recharge 4 or 5.
Bramble patch - the ancient leshen brings forth a bramble patch from the ground. The Bramble patch covers 20 feet in any formation. This ground becomes rough terrain. Creatures in the patch must make a DeX save of 18 or take 2d4 piercing damage every 5 feet of movement. Vulnerable to fire.
Forest Step - When in dim light, the Leshen can step behind a tree and teleport to another tree within 60 feet. To do so, it must not be in a direct line of sight of a creature when I steps behind the first tree.
Woodland Heart - the ancient Leshen is deeply connected to the surrounds forest. If he is killed, one must also destroy its totem and /or kill the person marked by the leshen. If these things are not done, the leshen will rise again in 1d4 days, its body fully regenerated.
The Ancient Leshen makes 2 attacks. 2 with its hands or 1 Hand and 1 Roots.
Roots - The ancient leshen burrows Its hands into the ground and takes control of the roots of a tree. The roots burst from the ground anywhere within 15 ft of a tree the Leshen is near. +8to hit. 4d6 + 10 piercing damage.
Piercing Smash - the leshen attempts to pound the enemy into submission. +10 to hit. 2d12+8 Bludgeoning damage and 1d12+8 slashing. This is considered a magical attack.
Smoke - upon being attacked the ancient Leshen turns to smoke and can move up to half its speed. As smoke it is invulnerable to all damage and does not provoke opportunity attacks.
The Ancient Leshen has 3 legendary actions.
Smoke - the Leshen uses its smoke ability.
Summon Help - costs 2 actions - the leshen summons either wolves or crow swarms.
Evasive strike - costs 3 actions - the Leshen smokes through a player to a spot directly behind them. The player must make a () save of 20. On a failed save the player is stunned until the start of its next turn. The Leshen then reverts form and makes a piercing smash attack. If the player fails by 10 or more they are instead paralyzed until the Leshens next turn.
Description
Ancient Leshens are among the most feared of monsters that roam the forests. Creatures of walking wood, they wear skulls with large horns from elk or moose. Extremely territorial, these walking monstrosities will defend what they deem as their woods to the death, most often that of their foes. With their ties to the woods the Ancient Leshen will often summon wolves and crows to assist it when in battle. The plants themselves come to the aid of it when its fury is unleashed.
Lair and Lair Actions
An Ancient Leshens lair is usually deep in a secluded area of an old forest. The closer one gets to it, the heavier and darker the forest becomes. The lair itself is ringed in heavy underbrush, making passage impossible except through a single entrance, usually only big enough for one creature to go at a time. Inside the trees grow thick and strong casting the entire area in dim light. A large totem made of limbs, wood, and bones can be found, usually at the far end from the entrance. Little to no underbrush is here, simply grass.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Leshen takes a lair action to cause one of the following effects; the Ancient Leshen can’t use the same effect two rounds in a row:
- Grasping Vines - strong vines spring from the ground. Each creature must make a Str or DeX save of 18 or be grappled. A player may make the save again at the beginning of its turn.
- Haunting call - an unearthly howl e goes throughout the area. Each creature must make a Wisdom save (20) or be frightened for 1 minute. A creature may reroll this save at the beginning of its turn. A creature that beats the save is immune to Haunting Call for 24 hours.
Regional Effects
The region containing a legendary Ancient Leshens lair is heavily forested, which creates one or more of the following effects:
- The trees grow thick and heavy overhead, casting the area in dim light. If it has rained within the past 24 hours, the area is constantly being showered by dew droplets from the foliage overhead, granting resistance to fire damage to creatures underneath.
- Heavy undergrowth surrounds the area, making it impossible to pass without spending 15 minutes per 5 feet to clear. Fire spells can be used to clear faster, but the heavy moisture in the area causes the spells to lose their heavy effect.
If the Ancient Leshen dies, these effects fade over the course of 2d4 days.
Comments