Elf by Mitch Mohrhauser
LeShay
Medium fey, any alignment
Armor Class 18 (19 with LeShay weapons)
Hit Points 375 (30d8 + 240; bloodied 187)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 27 (+8) | 22 (+6) | 20 (+5) | 19 (+4) | 28 (+9) |
Savings Throws Dex +15, Con +13, Int +12, Wis +11
Skills Acrobatics +15, Arcana +12, History +12, Nature +12, Perception +11, Persuasion +16, Stealth +15
Senses darkvision 60 ft., passive Perception 21
Languages Common, plus any languages it new in life
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Action Surge (2/Day). The LeShay can take one additional action on top of its regular action and a possible bonus action.
Charming Gaze. If a creature starts its turn within 30 feet of the LeShay and the two of them can see each other, the creature must make a DC 24 Wisdom saving throw or be magically charmed. The charmed creature regards the Leshay as a trusted friend to be heeded and protected. Although the target isn't under the leshay's control, it takes the leshay's requests or actions in the most favorable way it can.
Each time the leshay or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lesahy dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the hamadryad's Fey Charm for the next 24 hours.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the LeShay in the meantime, it must immediately make the save.
Fey Ancestry. The LeShay has advantage on saving throws against being charmed and it can't be magically put to sleep.
Fey Step (Recharge 4–6). As a bonus action, the LeShay can teleport up to 30 feet to an unoccupied space it can see.
Fey Touched (3/Shorts). If the LeShay fails an attack roll, ability check, or saving throw it can reroll the die and it must use the new roll.
LeShay Weapons. The LeShay can conjure two magical weapons to its hands as a free action action. The weapons are unique to the LeShay and disappear when they are not used. While wielding its weapons, the LeShay gains a +1 bonus to its AC (included in its AC) and it an use a bonus action to make one LeShay Weapon attack.
Magic Resistance. The LeShay has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the LeShay has disadvantage on the attack roll.
ACTIONS
Multiattack. The LeShay makes four weapon attacks.
LeShay Weapon. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 13 (1d10 + 8) slashing damage.
LeShay Weapon. Ranged Weapon Attack: +15 to hit, range 60 / 120 ft., one target.
Hit: 13 (1d10 + 8) slashing damage. The weapon immediately returns to the Leshay's hand after it hits or misses its target.
Innate Spellcasting. The LeShay’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The LeShay can innately cast the following spells, requiring no material components.
At will:
alter self, blur, counterspell, detect thoughts, dispel magic, freedom of movement, greater invisibility, heal, knock, speak with plans and animals, teleport, water breathing
REACTIONS
Parry. When the LeShay would be hit by an attack, it can reduce the damage by 13 (1d10 + 8).
Retributive Strike. When a creature misses the Leshay with a melee attack, it can make a melee weapon attack against the creature.