Magic Resistance. The Leshen has advantage on all saving throws against magical effects and spells.
Magic totem. Leshens have three totems to give it strength. If the Leshen is 60 ft. from one of its totems it gains one extra action and regenerates 20 HP at the end of initiative Destroying any totems nearby ruins its chance at regeneration or an extra action.
Mark Reborn. The Leshen has an unknowing soul marked. The Leshen can Rejuvenate so long as the marked individual is near its forest. If said individual is moved, killed or exiled far away the Leshen can't rejuvenate upon death.
Blink. The Leshen can blink 20 ft. away to a visible area, in a swirl of crows that will peck those caught near the start and end of the teleport for (3d8+3) piercing damage.
Call of the Wild (5-6): The Leshen can call for a number of woodland animals and monstrosities to aid it in combat such as (1d4) wolves, (1d2) bears, an Owlbear, (1d2) dire wolves or any other woodland creatures.
Claws: Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 28 (4d10+6) slashing
Command Roots: The Leshen can target up to two creatures within 60 ft., from it. The targets must make a DC 17 Dexterity save or take 26 (4d8+8) and being grappled (Escape DC 17) on a failed save. The target is restrained as long as the grapple remains. and can try and make an attempt to escape. If the target ends their turn in the roots the target takes another 26 (4d8+8) damage.
Murder of crows. The Leshen can command a flock of crows to ruthlessly peck at a specified target. Targets must make a DC 17 Dexterity save or take 28 (4d10+6) piercing damage or talk half damage upon success.
Blink: As a reaction the Leshen can teleport or blink 20 ft away from an attack to a visible area, in a swirl of crows that will peck those caught near the start and end of the teleport for (3d8+3) piercing damage.
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.
Blink. The Leshen can teleport or blink 20 ft away to a visible area, in a swirl of crows that will peck those caught near the start and end of the teleport for (3d8+3) piercing damage.
Command Roots. The Leshen can send out roots that would then uproot and strike at its target. The reach is 5-60 ft. and can strike multiple targets. Targets must make a DC 16 Dexterity save taking 48 (6d10+4) piercing damage upon failure and taking half on success. Upon failure the target is also restrained by the roots and must spend an action to get free.
Move. The Leshen can move up to its speed without provoking any attacks of opportunity.
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 can 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.
Whether they are forest guardians or man killers it is safe to say that they own the forests and to respect nature as you go if you find yourself in one of their forests.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- A bunch of roots rip up from the ground and strike at a nearby target (use the Command Roots stats).
Regional Effects
- Ominous animal howls and shrieks sound throughout the woods.
- The trees in the area are generally well grown and water is quite blue and fresh.
- The forest is generally dim with little light creeping past the trees above.
- Predator animals in the forest are very aggressive and territorial whereas prey animals are harder to track.
- There is a feeling of being watched constantly.
If the Leshen dies, these effects fade over the course of 1d6 days.
Would it be alright if I made a beast version of this, making small changes so that i can use it in my campaign? It would be heavily based off of your page with minor changes. If no i completely understand. You put a lot of work into this.
Hello again. i did not realize you could privately share with your campaign. i will do that. Sorry to bother you.
I did not see this comment. I don't see how that could hurt if you mention me as inspiration but its no biggie!
Of Course! sorry I didn't make that clear.
Nice job, I love Leshens
I'm a hardcore Witcher fan, love playing dnd. And this is pretty much how I would've done this spirit if it was not already made in dnd. Has any play tested it yet?
PS. Really nicely done:)
Love the flavor. I want to point out a couple of things about your brew to help improve it, and bring it more in line with traditional calculations.
You gave it 22(+6) CON and 20d10 hit die. You should think of your monster's hit-die as it's level. Each time it levels up it gets it's CON modifier added to its HP pool, just like player-characters do. If you leave it at 20 hit die your HP should look more like 230 (20d10+120).
Also the average damage and save DC of your legendary action command roots should be adjusted. The DC is 17 everywhere else, but here it is 16. The average damage is 37 (5.5*6+4).
Keep in mind that your legendary actions count toward the damage output. With command roots spammed 3 times, plus actions on it's turn, plus blink as a reaction... this thing spits out close to 300 damage a round which is CR 30 territory.
I would recommend removing the reaction blink, and increasing the cost of legendary blink to 2 legendary actions, and increasing the cost of legendary command roots to 3 legendary actions.
Amazing :D
I kinda got the feeling too that while the Leshen is epic and you've created a super interesting monster (thank you for that) there could be some balancing made with HP and mobility/attack of this thing. The way I imagine it is that this thing just blinks all over, completely untouchable, while dishing out insane amounts of damage. At the same time 4 buff adventurers could maybe one shot it?
Just thoughts, I'm really interested in homebrewing and would love to hear more on how these things work in action.
It's a shame they never updated it with these balance concers in mind. It's cool but pretty hard to use in current form