Leshen (5e Creature)

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Large plant, chaotic neutral

Armor Class 20 (natural armor)
Hit Points 111 (12d10 + 45)
Speed 25 ft.

17 (+3) 7 (-2) 18 (+4) 11 (+0) 17 (+3) 13 (+1)

Saving Throws Con +8, Wis +7
Damage Vulnerabilities fire, necrotic
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities poisoned, frightened
Senses passive Perception 13
Challenge 10 (5,900 XP)

Innate Spellcasting. The leshen's innate spellcasting ability is Wisdom (spell save DC 15). The leshen can innately cast the following spells, requiring no material components:

At will: entangle
3/day: misty step
1/day: conjure animals

Rough Bark. At the start of each of its turns, the leshen deals 5 (1d10) piercing damage to any creature grappling it.

Magic Resistance. The leshen has advantage on saving throws against spells and other magical effects.


Multiattack. The leshen makes two attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.

Normal Leshen, The Witcher 3 wiki

Leshens dwell in dense, primeval woods. Fiercely territorial creatures, they hunt with stealth and cunning as their only companions. Leshens resemble tall humanoids with plant-like appendages wearing a deer skull with antlers and a torn leather tunic usually adorned with human skulls. The older the leshen is, the more, magical it would look, for example, a leshen hundreds of years old would attain moose antlers, runes carved into the antlers and skull and would appear either greener or browner than the young ones and appear to have moss growing on their bodies. They use their inborn magic to control the plants and animals within their territory and so when stalking them, half the battle is merely getting near enough to strike.
Leshens old enough to earn the appellation "ancient" wield advanced skills and tactics that make them particularly dangerous. When attempting to find leshens, it is recommended to find and destroy the leshen's "totem". These totems represent deer skulls on sticks or tall rocks with other adornments such as flowers and paint. Leshens hold these totems very dear to them as it marks their territory and destroying them will provoke the creature. Sometimes leshens can "mark" villagers in villages near its lair. What this mark is, it revives the leshen a couple days after its death until the marked person is moved far away from the leshen's lair, or killed. Usually the leshen takes the bodies of its victims and wedges them in magical roots it summoned as a warning to others. Leshens can live for centuries and choose to die if they get old enough or are defeated in battle, when this happens the leshen summons piercing roots from underneath it and impales itself using the roots.

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