Bestiary · Fae

PR 6

Leshy

A leshy moves the road, so a party walks six hours and arrives where it started with the light gone. It kills no one and wants only to be acknowledged: a greeting on entry and a share of what is carried out buy safe passage. A creature that turns its coat inside out and puts its boots on the wrong feet is let go.

Leshy, drawn at Large scale
Physiology
Fae
Size
Large
Speed
40 ft.
Armor class
15
Hit points
114 (12d10 + 48)
Proficiency
+3
  • STR 19 +4 save +4
  • DEX 14 +2 save +2
  • CON 18 +4 save +4
  • INT 13 +1 save +1
  • WIS 18 +4 save +7
  • CHA 16 +3 save +6
Skills
Nature +4 , Perception +7 , Stealth +5 , Survival +7
Passive Perception
17
Senses
darkvision 120 ft.
Languages
Sylvan, Common
Damage resistances
bludgeoning, piercing, slashing
Found in
Woodland

Traits

  • Size Change

    The leshy changes size at will between Tiny and Huge as a bonus action, matching what grows around it. Its statistics do not change.

  • Untraceable

    The leshy leaves no track, makes no sound moving through undergrowth, and does not appear on any thermal or motion return.

  • Courtesy

    A party that greets the leshy on entering the wood and leaves a share of what it takes is not targeted by Turn the Path and can pass freely.

Actions

  • Multiattack

    The leshy makes two branch attacks.

  • Branch

    +7 to hit · reach 10 ft.

    2d8 + 4 bludgeoning damage

  • Turn the Path

    This action recharges after a short rest. Every creature in the wood that the leshy chooses makes a DC 15 Wisdom save. On a failure the party travels for 1d4 hours and arrives back where it started, having lost that time and made no progress. A creature that has turned its coat inside out and swapped its boots succeeds automatically, and the leshy takes no offense.

  • Laughter

    The wood laughs. Each creature within 60 feet makes a DC 15 Wisdom save or is Frightened for 1 minute, repeating the save at the end of each of its turns.