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
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.
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.
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.