Medium Monstrosity, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 35 ft.
STR
14 (+2)
DEX
17 (+3)
CON
13 (+1)
INT
7 (-2)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws DEX +5, INT +0, WIS +3
Skills Acrobatics +7, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Evasion. When the wendigo is subjected to an effect that forces it to make a Dexterity saving throw or take only half damage, it instead takes half damage on a failed save and none on a successful one. 

Elusive. While at least one ally is within 5 ft. of the wendigo, attack rolls against it have disadvantage. 

Keen Sight. The wendigo has advantage on Wisdom (perception) checks that rely on sight. 

Actions

Multiattack. The wendigo makes two dagger attacks. 

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage and 9 (2d8) poison damage. 

Noxious Fumes (1/Day). The wendigo exhales a poisonous cloud in a 15 ft. radius around it. The fumes move with the wendigo and last for 1 minute, heavily obscuring the area. Any creature that enters the fumes for the first time on its turn or starts its turn there must make a DC 11 Constitution saving throw, taking 2 (1d4) poison damage and becoming poisoned on a failed save. While poisoned in this way, a creature must repeat the saving throw on the start of each of its turns, taking 2 (1d4) poison damage on a failed save and ending the effect on itself on a success. If this damage reduces a creature to 0 hit points, that creature dies. 

Reactions

Dodge. When targeted by an attack roll the wendigo increases its AC by 3 for that attack. 

Monster Tags: monstrosity

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

blakejohnson217

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