Leshy

Huge fey (titan), chaotic neutral

Armor Class 21 (natural armor)

Hit Points 511 (33d12 + 297)

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 29 (+9) 18 (+4) 20 (+5) 21 (+5)

Saving Throws Con +16, Wis +12, Cha +12

Skills Insight +19, Nature +18, Perception +19

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Damage Immunities poison

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses Blindsight 60 ft., darkvision 120 ft., passive Perception 29

Languages Common, Druidic, Sylvan

Challenge 21 (30,000 XP)

Proficiency Bonus +7

Traits

Aspect of Nature. As a bonus action, the leshy can manifest up to three aspects of the forest, choosing from the following: ant, ape, boar, eagle, forest, fungus, grizzly, lynx, scorpion, snake, spider, or wolf. The leshy can only have three aspects manifested at a time. The leshy gains certain traits based on its manifested aspects.

Ape. The leshy's climbing speed increases by 40 feet.

Boar. The leshy's walking speed increases by 80 feet

Eagle. The leshy sprouts wings and gains a flying speed of 80 feet.

Grizzly. The leshy has advantage on Strength checks and Strength saving throws.

Lynx. The leshy has advantage on Dexterity checks and Dexterity saving throws. When the leshy uses this trait (regardless of the aspects chosen), it escapes from any restraints and grapples, and ends any spells or effects that reduce its speed

Everflowing Life. While in its lair, the leshy gains additional benefits to its healing and regenerating abilities.

Evergrowing Body: A creature that hits the leshy with a melee attack takes damage from its rapidly regenerating body.

Immutable Form: The leshy is immune to all effects that would alter its form.

Legendary Resistance: The leshy can use Legendary Resistance 3 times per day. If it fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The leshy makes an attack using one of its manifested aspects.

Aspect of the Ant. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. The leshy can only grapple one target in this way at a time

Aspect of the Ape. Ranged Weapon Attack: +17 to hit, range 90/180 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.

Aspect of the Boar. The leshy moves up to its speed in a straight line. Each creature whose space it enters must succeed on a DC 20 Dexterity saving throw, or take 22 (4d10) bludgeoning damage and be knocked prone. The leshy deals double damage to objects and structures in its path. The leshy can’t use this action if it’s flying.

Aspect of the Eagle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage

Aspect of the Fungus. The leshy covers its body in fungi and releases spores in a 30-foot radius around itself. Each creature in the area must succeed on a DC 20 Wisdom saving throw or become charmed by the leshy for 1 minute. A charmed creature is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the leshy’s Aspect of the Fungus for the next 24 hours. If a creature is charmed by this effect for the full duration, it is infected with disease: a parasite that takes over its consciousness. The leshy can give verbal commands to the infected creature (no action required), which it obeys to the best of its abilities. If it doesn’t issue any commands, the infected creature takes the Dodge action.

Aspect of the Grizzly. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Aspect of the Lynx. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the leshy hits with this attack, it can make a second one as part of the same attack.

Aspect of the Scorpion. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aspect of the Snake. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 28 (8d6) acid damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also blinded until cured by a greater restoration spell or similar magic.

Aspect of the Spider. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 19 (2d8 + 10) piercing damage. The target must succeed on a DC 20 Dexterity saving throw or become restrained by a magical cocoon. While restrained, the target is also incapacitated. The cocooned target has total cover against attacks and other effects outside the cocoon. The cocoon can be attacked and destroyed (AC 12; 5 hit points; immunity to bludgeoning, poison, and psychic damage). When the cocoon’s hit points drop to 0, it breaks, and any excess damage carries over to the creature that was cocooned.

Aspect of the Wolf. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage, and the leshy has advantage on attack rolls against the target until the end of the leshy’s next turn

Aspect of the Forest (Recharge 6). The leshy covers its body with pine needles drawn from the surrounding forest. Each creature within 60 feet of the leshy must make a DC 20 Dexterity saving throw, taking 75 (30d4) piercing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The leshy 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 leshy regains spent legendary actions at the start of its turn.

Aspect. The leshy manifests one new aspect in place of an existing aspect.

Strike. The leshy attacks with one of its manifested aspects.

Aspect Strike (Costs 2 Actions). The leshy manifests one new aspect in place of an existing aspect and attacks with it.

  • Variant: Leshy Spellcasting

    Many leshies are able to draw raw magical power from the Great Cycle itself. Such ancient and wise forest spirits have the following trait:

    Innate Spellcasting. The leshy’s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The leshy can innately cast the following spells, requiring no material components:

    At will: animal messenger, charm person, create or destroy water, druidcraft, goodberry, guidance, lesser restoration, mending, pass without trace, purify food and drink

    3/day each: awaken, conjure animals, conjure woodland beings, dominate beast, giant insect, greater restoration, meld into stone, plant growth, reincarnate, tree stride

    1/day each: conjure fey, earthquake, mirage arcane, regenerate, storm of vengeance, transport via plants, tsunami 

Description

An ancient fey spirit and the very embodiment of a forest, the leshy possesses old and powerful magic derived straight from the endless life force of the Great Cycle. As the forest’s great protector, the leshy is an unpredictable creature of impulse and chaos, a sentient aspect of nature itself—evershifting and multifaceted. It can take any shape and form, from a tiny critter to the tallest of trees; forest travelers must be mindful of its presence, as the leshy watches each and every footstep.

Mystical Origins. No one can be truly certain of the origins of these creatures, as they are said to be as old as Rodozem itself and one of the first creations of the gods. These ancient spirits were likely appointed guardians of Creation and nature by the Starborn at the very dawn of time. Some legends describe them as angels fallen from the heavens to oversee the mortal realm. The spirits gained their material form by absorbing the organic shapes of Creation when they came to the Material Plane to enact their duties as protectors of balance. Other tales describe them as the avatars of the woods: the collective consciousness of an ancient forest taking material form and manifesting as a leshy, carrying within it all the past and present aspects and shared memories of the woodland realm. Powerful mages who traverse the numerous planes of existence describe the leshy as archfey who migrated eons ago from the Feywild to the lands of Rodozem, establishing their woodland domains around themselves.

Whatever tale you choose to believe, be warned that the leshy isn’t just a creature of legend—it is a very real and powerful being that demands respect when you enter its domain.

Protectors of Nature and Balance. The leshy views its duty as guardian of the forest with utter responsibility, pride and joy. It bears absolute respect toward the universal tenets of natural balance and the harmony of the Great Cycle. These aren’t written rules, like the laws of mortals, but there is quite the overlap between the leshy’s ideals and the teachings of the goddess Devana. This is why followers of the Matron of the Wild see the leshy as her agent and faithful servant. On the other hand, to the most common folk of the countryside the leshy is virtually a deity itself. These folk usually bring offerings when they venture through a leshy’s domain, singing praises and reciting prayers when they harvest the treasures of the forest, aiming to appease the forest spirit, knowing that the leshy always sees and hears them.

One with the Forest. The leshy and its forest might be considered as one and the same entity—a leshy and its forest usually share the same name. It is considerate of each and every life in the woods, from the smallest blade of grass to the largest and oldest trees, from the tiny ants and their underground palaces to the sylvan courts of the fey that reside in the leshy’s domain. Every life is equal in the woodland realms of the forest spirit.

People say that the mental state of a leshy is reflected by the condition of its forest, and this rumor might not actually be far from the truth. The fleeting moods of the leshy are reflected throughout the woods and their inhabitants. If the leshy is enjoying a quiet meditation, the forest remains still and silent, but if the spirit is restless, beasts begin to wander in frustration and anxiety.

Regardless of its chaotic nature, a leshy that is true to the balance of the Great Cycle has a healthy and vibrant realm, filled with all manner of flourishing life—beasts, plants, and even curious forest folk. On the other hand, there are instances where Chernobog’s corruption has reached and poisoned the psyche of these forest spirits. Even such a powerful, wise, and ancient creature as the leshy isn’t immune to the toxic influence of the Whispering Shadow. The woodland realm of a corrupt leshy reflects the twisted mind of its protector and the neglect it has suffered: beasts are rabid and aggressive, plants wither, the thicket lies tainted with festering disease, and instead of mischievous fey creatures, the forest is populated by vile undead and fiends. The woods lie abandoned and forgotten outside of the Great Cycle; their master succumbed to dark whispers of corruption and destruction, a perversion of what was once the wisest of protectors and nurturers of life.

Myriad of Forms. The leshy is an unparalleled shapeshifter. It can take the form of any natural living being, whether beast, plant, or humanoid. However, its humanoid form is easily recognizable, as it typically bears an obvious tell such as a green beard or eyes, a reversed left and right foot, or some other hint of its fey origin. The leshy is not bound by the laws of mortals and their creation; thus, its appearance carries a hint of wildness and strangeness.

For such a creature, the concept of shape is something fluid and ever-shifting, as nature itself constantly changes its thousand faces. It wouldn’t be entirely correct to say that the leshy has one “true form,” but when danger comes and unwanted visitors threaten its domain, it takes its most powerful form. The leshy is made from all of the organic material surrounding it, and it can modify its natural weapons to vanquish any unnatural foe endangering its forest. Few have lived to tell the tale of the raging leshy that protects its woods with the ferocity of a mother bear protecting its cubs and the power of a thousand stampeding elks.

Wild Personality. One would imagine that such a wise and eternal creature would be completely beyond mortal understanding. However, the leshy surprises yet again, this time with its personality. Simple pleasures, something that a humanoid or a beast might enjoy, are not unfamiliar to the leshy. It might be bathing under the warm summer sun, enjoying the light breeze on its fur, having a round of drinks and singing with satyrs, chasing squirrels around ceaselessly, and so forth. Many people tell tales of gambling with peculiar folk in the deep forests and winning strange magical fruit, believing they have just met a leshy. Other tales speak of the leshy joining Baba Yaga for a cup of tea in her chicken-legged house when the mysterious lady passes through its domain. It is also said that the forest spirit is a great enthusiast of pranks and practical jokes.

Absurd as all of this may sound, these beliefs may be grounded in reality, as they befit the sometimes whimsical nature of the leshy. However, despite that, one should always tread lightly when in the presence of a leshy, as it can change its demeanor as swiftly as it changes its shape. The spirit can turn quickly from funny and playful to dangerously serious as suddenly as a gentle breeze may erupt into a raging hurricane.

Sylvan Nature. Although a leshy enjoys the taste of fine drinks or a nice afternoon nap on a grassy meadow, it doesn’t require any food, drink, or sleep as long as it is within its lair.

A Leshy's Lair

The leshy’s entire forest is considered its lair. A leshy encountered in its lair has a challenge rating of 23 (50,000 XP).

Regional Effects

A leshy’s forest teems with its powerful fey presence and magic. The leshy has an inseparable bond with its domain, creating the following effects:

  • The leshy blends with its surroundings while it remains in its domain, gaining advantage on all Dexterity (Stealth) checks it makes.
  • The leshy can speak with all beasts and plants. In addition, it can telepathically communicate with every denizen of its forest, peer through their senses, and feel their emotions. › While the leshy is within its lair, its blindsight extends to the borders of the forest.
  • Beasts and plants with an Intelligence score of 3 or lower within the area are charmed by the leshy and obey its commands.
  • The leshy may magically change the terrain of the forest, such as creating paths where there weren’t any or similar effects. A creature must succeed on a DC 20 Wisdom (Survival) check to navigate the terrain; on a failure, the creature is simply lost.

Featured in the adventure The Devil's Bridge