Leever (5e Creature)
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Medium plant, unaligned
Armor Class 12 (natural armor)
Skills Stealth +3
Amphibious. The leever can breathe air and water.
Pack Tactics. The leever has advantage on an attack roll against a creature if at least one of the leever's allies is within 5 feet of the creature and the ally isn't incapacitated.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 4 (1d8) acid damage.
These bulbous, autonomous plants are found mostly in sandy terrain, whether it be dry deserts or soaked beaches. Leevers spend most of their time submerged, until they detect the movements of a land-walking creature above them—at which point several of them ambush this prey by slamming into it with acid-lined barbs. If successful, the leevers work together to submerge the corpse into the sand of which the leevers dwell, where they can slowly absorb its nutrients until the next prey comes along.
Leevers have the odd tendency of spinning at high speeds while traversing over sand, though this has the effect of making their goring barbs even more brutal. Against particularly difficult prey, leevers may retreat back into the sand only to attempt new ambushing attacks against the prey at seemingly random intervals.
Variant: Giant Leever
A rare leever grows to unusually large size, but is otherwise similar to the more common variety. Strangely, this giant leever seems to appear whenever many smaller leevers in slain in succession—as if to avenge them. This variant has a Challenge Rating of 3 (700 XP).
This leever is of Large size. Its Strength and Constitution scores increase to 18. It gains two more hit dice, and its average hit points thus increase to 95. Its Gore attack improves as follows:
Gore. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 9 (2d8) acid damage.
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