Large Humanoid (Demon), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 120 (14d10 + 27)
Speed 80 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +9, WIS +8
Skills Athletics +6, Perception +7, Stealth +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Poison
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 17
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Charge. If the wendigo moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The wendigo can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the wendigo can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Regeneration. The wendigo regains 20 hit points at the start of its turn. If the wendigo takes slashing, bludgeoning or piercing damage from a silvered weapon or fire damage, this trait doesn't function at the start of the wendigo’s next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't regenerate.

Keen Senses. The wendigo has advantage on Wisdom (Perception)checks that rely on smell, hearing, and sight.

Mimicry. The wendigo can mimic any sound it has heard before, such as the caw of a bird or the screams of a human. A creature can discern that the sound is faked by succeeding on a DC 15 Wisdom (Insight) check.

Nimble Escape. The wendigo can take the Disengage or Hide action as a bonus action on each of its turns.

Blizzards Heart. The wendigo has a constant blizzard surrounding it for a range of half a mile, while in a blizzard treat the land as rough terrain except for the wendigo. This Blizzard cannot be magically dispelled or moved away. The blizzard ends 1d4 hours after killing the wendigo.

Drop Attack. If the wendigo moves at least 10 feet straight toward a target and then hits it with a stomp attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

The Curse Continues. If the wendigo is killed by a silver weapon or fire, the wendigo curse will transfer itself to a new host. In order to transfer to a player character, the following criteria must be as follows: 

  • Must have had recent greedy activity
  • Must have had recent selfish activity
  • Must have had recent consumption of humanoid flesh
  • Must be in the Arctic enviorment

Upon becoming cursed by the wendigo curse, the transformation takes 3 days. The curse can be removed by a Remove Curse spell

Day 1: You become excessively hungry, constantly feeling a need to consume humanoid flesh. Roll a Wisdom DC 15 saving throw or become too hungry to control and attack any humanoid closest to you.

Day 2: You become very skeletal, your skin a pale blue regardless of previous color. Your arms grow a little longer as will your legs and your eyes will look glassy. During this time your head will sprout horns, your teeth will begin to fall out as well as your hair.

Day 3: Your legs will have become deer like as well as your rear sprouts a deer tail. Your antlers are fully grown, your eyes have fallen out, your facial skin rots off and you are 10ft tall and are the wendigo. You loose the ability to remove this curse and loose all control on your character and it now belongs to the DM as a new Wendigo.

Actions

Multiattack. The Wendigo makes three attacks: one with its bite and two with its claws, or it can substitute for one stomp attack.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 6) bludgeoning damage.The target creature must succeed on a DC 13 Strength saving throw or be knocked prone take an extra 7 (2d6) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d8 + 6) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute and take an extra 4 (1d6) cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained. The wendigo can restrain two creatures, which when hands are full it cannot make attacks with its claws until it has a free hand.

Legendary Actions

The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wendigo regains spent legendary actions at the start of its turn.

Detect. The wendigo makes a Wisdom (Perception) check.

Move. The wendigo can move up to its movement speed.

Screech (Costs 2 Actions). The wendigo lets out a blood curdling screech. All creatures within 300ft. of the wendigo must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's screech for the next 24 hours. Creatures automatically succeed if they are deafened, immune to being frightened or construct.

Description

The Wendigo is a creature of Indigenous origins. The beast has the legs tail and antlers of an elk or deer, while its body and face remain humanoid. Its skin is a pale color of grayish blue, eyeless on its skeletal face, fangs and claws always dripping blood. The wendigo stalks lone humanoids, a blizzard befalls them, the wendigo with its agility leaps through the trees and speeds toward its next meal. Grabbing them before brutally eating them alive. A Wendigo is born when a person consumes humanoid flesh and has exhibited extreme greed and selfishness. The Wendigo is nocturnal, and stalks its prey in the trees before coming down for the kill.

Habitat: ArcticForestMountain

Phantom_Jigoku

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