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A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8745303" data-attributes="member: 6915329"><p>The <strong>leshy </strong>was covered three times in Dragon Magazine: for 1e, in issue #119; for 2e, in issue #239; and for 3e, in issue #290 (where it was spelled leshii). The details differ quite a bit. In their first and second appearances, they’re mischievous forest fey. Their third appearance is in an article on creatures of Eastern European mythology, and as such, are quite a bit darker in tone, although it lacks some of the (real) mythological details that were presented in #119, such as their size-changing ability. None of them were the cute little plant-people from Pathfinder. As with the púca from before, this is going to be a combination of all three versions with a heavy helping of real-world mythology thrown in.</p><p></p><p>In real-world mythology, Leshy was a patron forest deity, not just a random fey, so I’ve upped the power level quite a bit. They’re not as powerful as faerie nobles or treants, but they’re still a force to be reckoned with.</p><p></p><p>By the way, I hope I’m not making these monster entries too unwieldy and complicated. If I am, let me know and I’ll try to give streamline them more. I was surprised in reading the Spelljammer monsters at how <em>simple</em> some of their statblocks were. Like, look at the cosmic horror which has one and a half traits (Legendary Resistance and Unusual Nature so it doesn’t need to breathe), three actions plus multiattack, and three legendary actions. While I know that Level Up monsters typically have more to them than o5e monsters do, I worry that I’m going a bit <em>too </em>far.</p><p></p><p>[ATTACH=full]258856[/ATTACH]</p><p><span style="font-size: 15px">Artist: Richard Sardhina</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Leshy</strong></span></span></p><p>The Dragon’s Bestiary, Dragon Magazine #119; The Dragon’s Bestiary, Dragon Magazine #239; and Red Sails: Fell and Forlorn Bestiary, Dragon Magazine #290</p><p>Created by Paul Leach, Douglas Lent, and Brian Corvello</p><p></p><p>Leshy resemble wizened male satyrs with wild, tangled hair and beard and long claws on their fingers. Moss and mushrooms grow on them, making them look green. They wear no clothes, but sometimes will wear jewelry made of leather, polished stones, and amber. Leshy are typically on good terms with fey such as dryads and satyrs, who tend to hold leshy in fearful awe.</p><p></p><p><strong><em>Forest-Bound. </em></strong>A leshy is bound to its forest and cannot and will not leave it. No forest ever has more than one leshy in it, and should the leshy die, the forest itself will spawn a new one, which emerges from the largest tree as a full adult. A leshy lives for 1,000 years. When in their lair, in the very heart of the forest, they are tremendous beings, standing nearly twenty feet tall. But when they are at the forest’s edge, they shrink to the size of a blade of grass. In most of the forest, however, they stand at roughly the same height as a human.</p><p></p><p><strong><em>Merciless Tricksters.</em></strong> Leshy dislike humanoids for the most part, and only those who are truly part of the forest, such as druids, are accepted—and even then, sometimes grudgingly. They delight in leading unwary travelers to their doom, but are also honorable in their own way: people who leave cakes or other gifts for the leshy are left unharmed, and the leshy may even choose to grant them a boon. A leshy may even decide to befriend an individual or even an entire village for any reason or no reason at all. On the other hand, they can also be very cruel to people who are disrespectful, particularly those who over-log or over-hunt in the forest or who harm innocent fey and will play subtle tricks to lure them into danger, or into the heart of the forest where the leshy is strongest.</p><p></p><p><strong><em>Child-Snatchers, Child-Saviors.</em></strong> Leshy have been known to abduct children, and are often used as a bogeyman to scare children into behaving. Despite parental warnings, though, leshy do not creep into houses and snatch children from their beds. Instead, they find children who are lost or abandoned in the forest, or who ran away from home, and take them in. Those that were merely lost are usually returned to their parents—eventually—while it keeps others. These children are cared for and raised, as best the leshy is capable of—leshy do not understand mortal children very well. Some of the children they choose to keep die in their care, but others flourish, and extended proximity to a leshy eventually turns the child into a fey. Not a few faerie knights, dryads, satyrs, and other fey creatures started their existence as a mortal, and it’s rumored at least one archfey was one as well.</p><p></p><p><strong><em>Guardian Statues. </em></strong>Leshy only live in old growth forests, and they surround their lairs with wooden statues they carve out of dead tree trunks. These statues have simplified features but still manage to be disquieting and foreboding. These statues serve as a warning and a reminder to other creatures, that there is something frightening in this forest. And, on occasion, even animate, turning into <strong>walking statues </strong>that are made of wood instead of stone (armor class 14, otherwise unchanged).</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> The deepest and oldest forests are often home to a leshy, who is a protector of that forest. They are tricksters and can be very cruel to those who disrespect the forest.</p><p></p><p><strong>DC 15.</strong> When traveling into a leshy’s forest, it’s a good idea to leave an offering of a small cake for them. Leshy are often willing to aid with those who leave cakes and may choose to torment those who do not.</p><p></p><p><strong>DC 20.</strong> It is possible to bribe a leshy and get it to perform a small service in exchange for cake. However, they often fulfill their end of the bargain in ways that mortals find odd or disturbing—such as by forcing other mortals to do the promised work or provide the promised substance for them.</p><p></p><p><strong><span style="font-size: 18px">Leshy Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, swamp</p><p></p><p><strong>CR 5-10</strong> leshy; leshy and 1d4 dryads or satyrs</p><p><strong><em>Treasure:</em></strong> carved agate pendant on a leather thong (worth 50 gp), <em>tree feather token, </em>a human child that is being cared for</p><p></p><p><strong>CR 11-16</strong> leshy and 1 or 2 fey knights or walking statues</p><p><strong><em>Treasure: </em></strong>1d4 idols of forest gods carved out of dragonbone (50 gp each), <em>+2 dagger </em>carved out of amber, <em>dreamscrying bowl, pipes of haunting</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. The sound of heavy footsteps and moving branches coming from nearby, although nothing can be seen.</p><p>2. The forest is unusually dark and tangled.</p><p>3. Getting lost within the forest, even when being magically guided.</p><p>4. Interesting lights and sounds coming from deeper within the woods.</p><p>5. A small cake on shrine-like stone; surprisingly, the cake hasn’t been touched by any wildlife.</p><p>6. Old tree trunks that have been carved to resemble eldritch beings.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Invisibly watching a group of lumberjacks.</p><p>2. In the form of an animal, following a group of travelers.</p><p>3. Tending to the plants.</p><p>4. Willing to strike a bargain: a good hunt in exchange for a simple task it needs performing outside the forest’s edge.</p><p>5. Carving a new wooden statue.</p><p>6. Fetching food for a child it is caring for.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Leshy</span></span></strong></p><p><strong>Legendary medium fey (shapechanger)</strong></p><p>Challenge 8 (3,900 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 135 (18d8+54; bloodied 67)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 21 (+5) <strong>DEX</strong> 13 (+1) <strong>CON</strong> 17 (+3)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 19 (+4)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Dex +4, Wis +5</p><p><strong>Skills</strong> Animal Handling +4, Nature +4 (<em>+1d6</em>), Stealth +4 (<em>+1d6</em>)</p><p><strong>Condition Immunities</strong> charmed paralyzed, poisoned, unconscious</p><p><strong>Senses</strong> truesight 60 ft.,</p><p><strong>Languages</strong> Common, Druidic, Sylvan</p><p><strong><em>Innate Spellcasting.</em></strong> The leshy’s spellcasting trait is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</p><p><strong><em> At Will:</em></strong> <em>dancing lights, minor illusion</em></p><p><strong> 1/day each:</strong> <em>confusion, conjure fey, conjure woodland beings, geas, insect plague, plant growth</em></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> When the leshy fails a saving throw, it can choose to succeed instead. When it does so, it seems to shrink somewhat and some of the plants growing on them die. After using this trait for the third time, it can’t become Huge until it finishes a long rest.</p><p><strong><em>Magic Resistance.</em></strong> The leshy has advantage on saving throws against spells and other magical effects.</p><p><strong><em>One With Nature.</em></strong> The leshy has advantage on Stealth checks made while in a forested environment and leaves no evidence of its passage. It suffers no damage or other ill effects from extreme weather. The leshy can communicate with beasts and plants.</p><p><strong><em>Size-Changer (True Form Only).</em></strong> When on the border of its forest, the leshy is Tiny. When in the center of its forest, the leshy is Huge. When Tiny, it has disadvantage on Strength ability checks and Strength saving throws and inflicts half damage with its Claws or Ram attack. When Huge, it has advantage on Strength ability checks and Strength saving throws, its reach increases by 5 feet, and it inflicts an additional two dice of damage with its Claws or Ram attack. The leshy has no ability to control this change.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The leshy makes two claw attacks.</p><p><strong><em>Claws.</em></strong><em> Melee Weapon Attack:</em><strong> +</strong>7 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d4+5) slashing damage.</p><p><strong><em>Ram.</em></strong><em> Melee Weapon Attack: </em>+7 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d6+5) bludgeoning damage, or 12 (2d6+5) bludgeoning damage if the leshy moves at least 20 feet straight towards the target before the attack.</p><p><strong><em>Entangling Plants.</em></strong> Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the leshy. Each creature of the leshy’s choice in the area makes a DC 15 Strength saving throw. On a failure, a creature is restrained for 1 minute. A creature can use its action to make a DC 15 Strength check, freeing itself or a creature within 5 feet on a success. Additionally, the area is difficult terrain for 1 minute.</p><p><strong><em>Shapeshift.</em></strong> The leshy magically changes its form to that of a beast , or back into its true form. Any equipment it is wearing or carrying is absorbed or borne by the new form (leshy’s choice). In the new form, the leshy’s stats are unchanged except for its size. It reverts to its true for when it dies.</p><p><strong><em>Confusion (S, Concentration).</em></strong> Each creature within 10 feet of a point the leshy can see within 120 feet makes a DC 15 Wisdom saving throw, becoming rattled until the end of its next turn on a success. On a failure, a creature is confused for 1 minute and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong><em>Insect Plague (V, S, Concentration).</em></strong> A 20-foot-radius sphere of biting and stinging insects appears centered on a point the leshy can see within 300 feet and remains for 10 minutes. The cloud spreads around corners, and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears, and each creature that enters it for the first time on a turn or ends its turn there, makes a DC 15 Constitution saving throw, taking 22 (4d10) piercing damage on a failed save or half damage on a success. The leshy is immune to this damage.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Invisibility.</em></strong> The leshy turns invisible, along with any equipment it carries. This invisibility ends if the leshy makes an attack, falls unconscious, or dismisses the effect.</p><p><strong><em>Woodmaze (1/Day).</em></strong> The leshy targets up to four creature it can see within 30 feet. A creature must make a DC 15 Intelligence saving throw or be magically cursed for 24 hours. While cursed it has disadvantage on any check made to find its destination, avoid becoming lost, to use any journey activity, and on any saving throw to avoid being confused or to avoid taking levels of fatigue or strife.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The leshy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p><strong><em>Great Leap.</em></strong> The leshy leaps up to 20 feet horizontally and 10 feet vertically without provoking opportunity attacks.</p><p><strong><em>Disorienting Smite (Costs 2 Actions). </em></strong>The leshy makes a Ram attack. On a hit, the creature is stunned until the end of its next turn.</p><p><strong><em>Hunt (Costs 3 Actions).</em></strong> The leshy signals to all of its allies, including creatures it has summoned, that are within 60 feet of it and targets one creature also within that range. Each ally inflicts an additional 3 (1d6) damage to the target for 1 minute, until the ally is killed, the leshy is killed, or the leshy uses this action again.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Leshy prefer to lead or drive opponents to the heart of its forest, where it is Huge sized. It casts <em>conjure fey </em>or <em>conjure woodland beings</em> to gain allies, then uses Hunt on the toughest foes before wading in itself with a Disorienting Smite and its claws. If it feels that its forest is threatened, it fights to the death.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">The Changing Child</span></span></strong></p><p>A child who has lived with the leshy for at least one month begins to turn into a fey. The change is subtle at first: a slight opalescent luster to their eyes, the ears begin to take on a point, features become exaggerated, they start to grow or shrink in height, and so on, horns may sprout from its head, and so forth. As time progresses, these changes become more and more pronounced. After three months, the child gains the following trait:</p><p></p><p><strong><em>Burgeoning Fey.</em></strong> The child gains an expertise die on saving throws against being charmed, and magic can’t put the child to sleep.</p><p></p><p>After six months, the child gains darkvision to 30 feet (if it already had darkvision, the range increases by 30 feet), the ability to speak and understand Sylvan, and the ability to cast a single non-damaging cantrip from any spell list, using its choice of Intelligence, Wisdom, or Charisma as the spellcasting attribute. Its type changes to Humanoid (Fey).</p><p></p><p>If the child stays with the leshy for a year and a day, it fully transforms into a true fey of any type and is no longer Humanoid. While it retains memories of their previous life, those memories are faded and without any emotional resonance.</p><p></p><p>Prior to this transformation, if the child is removed from the leshy’s care, the changes it has undergone are permanent unless a <em>dispel evil and good </em>spell is cast on it with the express purpose of restoring it to its original form. After being transformed into a fey, only a <em>wish </em>can restore it.</p><p></p><p>At the Narrator’s discretion, humanoid children who stay with faerie nobles and archfey also change in this manner.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8745303, member: 6915329"] The [B]leshy [/B]was covered three times in Dragon Magazine: for 1e, in issue #119; for 2e, in issue #239; and for 3e, in issue #290 (where it was spelled leshii). The details differ quite a bit. In their first and second appearances, they’re mischievous forest fey. Their third appearance is in an article on creatures of Eastern European mythology, and as such, are quite a bit darker in tone, although it lacks some of the (real) mythological details that were presented in #119, such as their size-changing ability. None of them were the cute little plant-people from Pathfinder. As with the púca from before, this is going to be a combination of all three versions with a heavy helping of real-world mythology thrown in. In real-world mythology, Leshy was a patron forest deity, not just a random fey, so I’ve upped the power level quite a bit. They’re not as powerful as faerie nobles or treants, but they’re still a force to be reckoned with. By the way, I hope I’m not making these monster entries too unwieldy and complicated. If I am, let me know and I’ll try to give streamline them more. I was surprised in reading the Spelljammer monsters at how [I]simple[/I] some of their statblocks were. Like, look at the cosmic horror which has one and a half traits (Legendary Resistance and Unusual Nature so it doesn’t need to breathe), three actions plus multiattack, and three legendary actions. While I know that Level Up monsters typically have more to them than o5e monsters do, I worry that I’m going a bit [I]too [/I]far. [ATTACH type="full" width="259px"]258856[/ATTACH] [SIZE=4]Artist: Richard Sardhina[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Leshy[/B][/SIZE][/COLOR] The Dragon’s Bestiary, Dragon Magazine #119; The Dragon’s Bestiary, Dragon Magazine #239; and Red Sails: Fell and Forlorn Bestiary, Dragon Magazine #290 Created by Paul Leach, Douglas Lent, and Brian Corvello Leshy resemble wizened male satyrs with wild, tangled hair and beard and long claws on their fingers. Moss and mushrooms grow on them, making them look green. They wear no clothes, but sometimes will wear jewelry made of leather, polished stones, and amber. Leshy are typically on good terms with fey such as dryads and satyrs, who tend to hold leshy in fearful awe. [B][I]Forest-Bound. [/I][/B]A leshy is bound to its forest and cannot and will not leave it. No forest ever has more than one leshy in it, and should the leshy die, the forest itself will spawn a new one, which emerges from the largest tree as a full adult. A leshy lives for 1,000 years. When in their lair, in the very heart of the forest, they are tremendous beings, standing nearly twenty feet tall. But when they are at the forest’s edge, they shrink to the size of a blade of grass. In most of the forest, however, they stand at roughly the same height as a human. [B][I]Merciless Tricksters.[/I][/B] Leshy dislike humanoids for the most part, and only those who are truly part of the forest, such as druids, are accepted—and even then, sometimes grudgingly. They delight in leading unwary travelers to their doom, but are also honorable in their own way: people who leave cakes or other gifts for the leshy are left unharmed, and the leshy may even choose to grant them a boon. A leshy may even decide to befriend an individual or even an entire village for any reason or no reason at all. On the other hand, they can also be very cruel to people who are disrespectful, particularly those who over-log or over-hunt in the forest or who harm innocent fey and will play subtle tricks to lure them into danger, or into the heart of the forest where the leshy is strongest. [B][I]Child-Snatchers, Child-Saviors.[/I][/B] Leshy have been known to abduct children, and are often used as a bogeyman to scare children into behaving. Despite parental warnings, though, leshy do not creep into houses and snatch children from their beds. Instead, they find children who are lost or abandoned in the forest, or who ran away from home, and take them in. Those that were merely lost are usually returned to their parents—eventually—while it keeps others. These children are cared for and raised, as best the leshy is capable of—leshy do not understand mortal children very well. Some of the children they choose to keep die in their care, but others flourish, and extended proximity to a leshy eventually turns the child into a fey. Not a few faerie knights, dryads, satyrs, and other fey creatures started their existence as a mortal, and it’s rumored at least one archfey was one as well. [B][I]Guardian Statues. [/I][/B]Leshy only live in old growth forests, and they surround their lairs with wooden statues they carve out of dead tree trunks. These statues have simplified features but still manage to be disquieting and foreboding. These statues serve as a warning and a reminder to other creatures, that there is something frightening in this forest. And, on occasion, even animate, turning into [B]walking statues [/B]that are made of wood instead of stone (armor class 14, otherwise unchanged). [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] The deepest and oldest forests are often home to a leshy, who is a protector of that forest. They are tricksters and can be very cruel to those who disrespect the forest. [B]DC 15.[/B] When traveling into a leshy’s forest, it’s a good idea to leave an offering of a small cake for them. Leshy are often willing to aid with those who leave cakes and may choose to torment those who do not. [B]DC 20.[/B] It is possible to bribe a leshy and get it to perform a small service in exchange for cake. However, they often fulfill their end of the bargain in ways that mortals find odd or disturbing—such as by forcing other mortals to do the promised work or provide the promised substance for them. [B][SIZE=5]Leshy Encounters[/SIZE] [I]Terrain:[/I][/B] forest, swamp [B]CR 5-10[/B] leshy; leshy and 1d4 dryads or satyrs [B][I]Treasure:[/I][/B] carved agate pendant on a leather thong (worth 50 gp), [I]tree feather token, [/I]a human child that is being cared for [B]CR 11-16[/B] leshy and 1 or 2 fey knights or walking statues [B][I]Treasure: [/I][/B]1d4 idols of forest gods carved out of dragonbone (50 gp each), [I]+2 dagger [/I]carved out of amber, [I]dreamscrying bowl, pipes of haunting[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. The sound of heavy footsteps and moving branches coming from nearby, although nothing can be seen. 2. The forest is unusually dark and tangled. 3. Getting lost within the forest, even when being magically guided. 4. Interesting lights and sounds coming from deeper within the woods. 5. A small cake on shrine-like stone; surprisingly, the cake hasn’t been touched by any wildlife. 6. Old tree trunks that have been carved to resemble eldritch beings. [B][SIZE=5]Behavior[/SIZE][/B] 1. Invisibly watching a group of lumberjacks. 2. In the form of an animal, following a group of travelers. 3. Tending to the plants. 4. Willing to strike a bargain: a good hunt in exchange for a simple task it needs performing outside the forest’s edge. 5. Carving a new wooden statue. 6. Fetching food for a child it is caring for. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Leshy[/SIZE][/COLOR] Legendary medium fey (shapechanger)[/B] Challenge 8 (3,900 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 135 (18d8+54; bloodied 67) [B]Speed[/B] 30 ft. [B]STR[/B] 21 (+5) [B]DEX[/B] 13 (+1) [B]CON[/B] 17 (+3) [B]INT[/B] 14 (+2) [B]WIS[/B] 15 (+2) [B]CHA[/B] 19 (+4) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Dex +4, Wis +5 [B]Skills[/B] Animal Handling +4, Nature +4 ([I]+1d6[/I]), Stealth +4 ([I]+1d6[/I]) [B]Condition Immunities[/B] charmed paralyzed, poisoned, unconscious [B]Senses[/B] truesight 60 ft., [B]Languages[/B] Common, Druidic, Sylvan [B][I]Innate Spellcasting.[/I][/B] The leshy’s spellcasting trait is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: [B][I] At Will:[/I][/B] [I]dancing lights, minor illusion[/I] [B] 1/day each:[/B] [I]confusion, conjure fey, conjure woodland beings, geas, insect plague, plant growth[/I] [B][I]Legendary Resistance (3/Day).[/I][/B] When the leshy fails a saving throw, it can choose to succeed instead. When it does so, it seems to shrink somewhat and some of the plants growing on them die. After using this trait for the third time, it can’t become Huge until it finishes a long rest. [B][I]Magic Resistance.[/I][/B] The leshy has advantage on saving throws against spells and other magical effects. [B][I]One With Nature.[/I][/B] The leshy has advantage on Stealth checks made while in a forested environment and leaves no evidence of its passage. It suffers no damage or other ill effects from extreme weather. The leshy can communicate with beasts and plants. [B][I]Size-Changer (True Form Only).[/I][/B] When on the border of its forest, the leshy is Tiny. When in the center of its forest, the leshy is Huge. When Tiny, it has disadvantage on Strength ability checks and Strength saving throws and inflicts half damage with its Claws or Ram attack. When Huge, it has advantage on Strength ability checks and Strength saving throws, its reach increases by 5 feet, and it inflicts an additional two dice of damage with its Claws or Ram attack. The leshy has no ability to control this change. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The leshy makes two claw attacks. [B][I]Claws.[/I][/B][I] Melee Weapon Attack:[/I][B] +[/B]7 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (2d4+5) slashing damage. [B][I]Ram.[/I][/B][I] Melee Weapon Attack: [/I]+7 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d6+5) bludgeoning damage, or 12 (2d6+5) bludgeoning damage if the leshy moves at least 20 feet straight towards the target before the attack. [B][I]Entangling Plants.[/I][/B][I] [/I]Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the leshy. Each creature of the leshy’s choice in the area makes a DC 15 Strength saving throw. On a failure, a creature is restrained for 1 minute. A creature can use its action to make a DC 15 Strength check, freeing itself or a creature within 5 feet on a success. Additionally, the area is difficult terrain for 1 minute. [B][I]Shapeshift.[/I][/B] The leshy magically changes its form to that of a beast , or back into its true form. Any equipment it is wearing or carrying is absorbed or borne by the new form (leshy’s choice). In the new form, the leshy’s stats are unchanged except for its size. It reverts to its true for when it dies. [B][I]Confusion (S, Concentration).[/I][/B][I] [/I]Each creature within 10 feet of a point the leshy can see within 120 feet makes a DC 15 Wisdom saving throw, becoming rattled until the end of its next turn on a success. On a failure, a creature is confused for 1 minute and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Insect Plague (V, S, Concentration).[/I][/B][I] [/I]A 20-foot-radius sphere of biting and stinging insects appears centered on a point the leshy can see within 300 feet and remains for 10 minutes. The cloud spreads around corners, and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears, and each creature that enters it for the first time on a turn or ends its turn there, makes a DC 15 Constitution saving throw, taking 22 (4d10) piercing damage on a failed save or half damage on a success. The leshy is immune to this damage. [B][U]Bonus Actions[/U] [I]Invisibility.[/I][/B] The leshy turns invisible, along with any equipment it carries. This invisibility ends if the leshy makes an attack, falls unconscious, or dismisses the effect. [B][I]Woodmaze (1/Day).[/I][/B] The leshy targets up to four creature it can see within 30 feet. A creature must make a DC 15 Intelligence saving throw or be magically cursed for 24 hours. While cursed it has disadvantage on any check made to find its destination, avoid becoming lost, to use any journey activity, and on any saving throw to avoid being confused or to avoid taking levels of fatigue or strife. [B][U]Legendary Actions[/U][/B] The leshy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Great Leap.[/I][/B] The leshy leaps up to 20 feet horizontally and 10 feet vertically without provoking opportunity attacks. [B][I]Disorienting Smite (Costs 2 Actions). [/I][/B]The leshy makes a Ram attack. On a hit, the creature is stunned until the end of its next turn. [B][I]Hunt (Costs 3 Actions).[/I][/B] The leshy signals to all of its allies, including creatures it has summoned, that are within 60 feet of it and targets one creature also within that range. Each ally inflicts an additional 3 (1d6) damage to the target for 1 minute, until the ally is killed, the leshy is killed, or the leshy uses this action again. [B][SIZE=5]Combat[/SIZE][/B] Leshy prefer to lead or drive opponents to the heart of its forest, where it is Huge sized. It casts [I]conjure fey [/I]or [I]conjure woodland beings[/I] to gain allies, then uses Hunt on the toughest foes before wading in itself with a Disorienting Smite and its claws. If it feels that its forest is threatened, it fights to the death. [B][COLOR=rgb(65, 168, 95)][SIZE=6]The Changing Child[/SIZE][/COLOR][/B] A child who has lived with the leshy for at least one month begins to turn into a fey. The change is subtle at first: a slight opalescent luster to their eyes, the ears begin to take on a point, features become exaggerated, they start to grow or shrink in height, and so on, horns may sprout from its head, and so forth. As time progresses, these changes become more and more pronounced. After three months, the child gains the following trait: [B][I]Burgeoning Fey.[/I][/B] The child gains an expertise die on saving throws against being charmed, and magic can’t put the child to sleep. After six months, the child gains darkvision to 30 feet (if it already had darkvision, the range increases by 30 feet), the ability to speak and understand Sylvan, and the ability to cast a single non-damaging cantrip from any spell list, using its choice of Intelligence, Wisdom, or Charisma as the spellcasting attribute. Its type changes to Humanoid (Fey). If the child stays with the leshy for a year and a day, it fully transforms into a true fey of any type and is no longer Humanoid. While it retains memories of their previous life, those memories are faded and without any emotional resonance. Prior to this transformation, if the child is removed from the leshy’s care, the changes it has undergone are permanent unless a [I]dispel evil and good [/I]spell is cast on it with the express purpose of restoring it to its original form. After being transformed into a fey, only a [I]wish [/I]can restore it. At the Narrator’s discretion, humanoid children who stay with faerie nobles and archfey also change in this manner. [/QUOTE]
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