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The creation of a leshy is a dark art, requiring one to call up a wicked spirit using the powers of That Which Is Not and enmesh it within an earthen totem or totems. Organs, blood, and tree roots are known to be required components of the ritual process.
Leshy curse the woods they are made in, using their inborn magicks to control and mar the plants and animals within their territory. They are undying so long as the totems their spirits are housed in remain intact.
The party encountered and destroyed a leshy in the Far North. It had been created by the Grandmother to stall or eliminate them while she searched for Lugal in the Fell Mountains.
Known Talents and Abilities
Adversary 1 (Upgrade difficulty of all combat checks against this creature once)
Cage of Roots (Once per round after a character moves within medium range of a leshy, it may roll an opposed Instinct vs. Coordination check to immobilize that character for the remainder of the encounter. As an action, an immobilized character can attempt an Average Athletics check on their turn to break free.)
Deepwood Totems (As long as at least one Deepwood Totem exists, a leshy cannot be killed.)
Mastery Over Nature (The first effect that a leshy adds to a spell does not increase the difficulty of the Instinct check)
Shadow Strike (Once per round, may spend one destiny point to teleport to another opponent within medium range and do one melee attack as an out-of-turn incidental)
Terrifying 3 (Upon first sight, an individual must make a Fear check with a difficulty equal to the adversary’s ranks in Terrifying)
