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.
- 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
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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.
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Untraceable
The leshy leaves no track, makes no sound moving through undergrowth, and does not appear on any thermal or motion return.
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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
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Multiattack
The leshy makes two branch attacks.
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Branch
+7 to hit · reach 10 ft.
2d8 + 4 bludgeoning damage
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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.
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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.