Leshy (5e Creature)
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Leshy
Large fey, any neutral alignment Armor Class 14 (natural armor)
Skills Animal Handling +7, Deception +2, Nature +2, Perception +7 Boreal Camouflage. The leshy has advantage on Dexterity (Stealth) checks made in wooded terrain. Bad Ear. The leshy has disadvantage on Wisdom (Perception) checks that rely on hearing. Innate Spellcasting. The leshy's innate spellcasting ability is Wisdom. It can cast the following spells, requiring no material components: At will: barkskin, druidcraft, shillelagh Keen Smell. The leshy has advantage on Wisdom (Perception) checks that rely on smell. Mimic. The leshy can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Speak with Bears and Wolves. The leshy can communicate with bears and wolves if it speaks Primordial. Trampling Charge. If the leshy moves at least 20 feet straight toward a target and hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone. If the creature is prone, the leshy can make a hooves attack against it as a bonus action (this trait does not apply, if the leshy shrinks). ACTIONSMultiattack. The leshy makes three melee attacks. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage or 1 bludgeoning damage while shrunk. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage or 1 bludgeoning damage while shrunk. Ram Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage or 1 bludgeoning damage while shrunk. Howl (3/Day). The leshy utters a bloodcurdling howl. Each creature within 60 feet the leshy and is aware of it must succeed a DC 11 Wisdom saving throw or be frightened for 1 minute. The howl also attracts nearby wolves and bears to assist the leshy. Shrink (Recharges after a Short or Long Rest). For 1 minute, the leshy magically decreases in size, along with anything it is wearing or carrying. While shrunk, the leshy is Tiny, quarters its damage dice on Strength-based weapon attacks (included in the attacks), and makes Dexterity checks and Dexterity saving throws with advantage. If the leshy lacks the room to become Tiny, it attains the minimum size possible in the space available.
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A leshy is a humanoid-esque tutelary spirit with a close bond to natural elements. They may appear as a pale peasant with backward shoes, but in their true form are similar tall satyrs with elk-like antlers and hair and beards of vine and grass. The paleness of their white skin is contrasted by the piercingness of their bright green eyes. Their blood is blue, as are their cheeks, and they do not possess a right ear. Some leshy also wear a red scarf and a left shoe on their right hoof. Forest Father. Leshy are devoted forest guardians and are not too keen on sharing territory with each other. Fights between leshy send trees to the ground and animals frightened and running. Leshy are, however, even more, protective of the forest from other beings, especially humanoids. Using their human form, leshy will warn them not to go into the woods "if you want to keep your head." That's the only warning; if not heeded, the leshy will proceed to lure them, with sounds the intruders would find familiar, to their caves, where they are either tickled to death or given a stern talking to. |
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