Large Undead, Chaotic Evil
Armor Class 16 Natural
Hit Points 60 (9d10)
Speed 40 ft., Climb 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
6 (-2)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws DEX +6
Skills Stealth +8
Damage Vulnerabilities Fire
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 100 ft, Truesight 150 ft, Passive Perception 14
Languages All Cannot speak. Only scream.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creatures that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

Shadow Hunter. The wendigo can take the Hide action as a bonus action when in dim light or darkness.

Rejuvenation. If the wendigo's heart is not burned, it regains its body in 1d4 days, regaining all its hit points and becoming active again.

Regeneration. The wendigo regains 15 hit points a turn if it has at least 1 hit point.

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

Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Hunter's Mark. The Wendigo will always know where their prey is once their marked and within their territory.

Actions

Multiattack. The Wendigo makes three attacks: two with its claws and one with its bite.

Claws. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage.

Bite. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 15 (2d10+4) piercing damage plus 9 (2d8) necrotic damage.

Howl (Recharge 5-6). Each creature within 15 feet of the Wendigo that can see and hear it must make a DC 14 Wisdom saving throw or take 13 (3d8) psychic damage and be frightened  for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes no damage and isn't frightened.

Description

A shrieking cry splits the air, and a chill wind blows through the trees. The forest grows silent before you hear it... the snapping of bones.

Towering over 15 ft tall with lots of sharp teeth and staring lidless eyes, the wendigo is a sight to cause terror in even the heartiest of souls. The thin frame is deceptive, as these creatures are known to be able to hurl an adventurer across the forest clearing at a moment's notice.

No one knows where this monstrosity comes from or why it feasts on the living as it does.

Lair and Lair Actions

The lair of the Wendigo is often surrounded by dead plants and littered with the bones of their prey.

Within 500 ft of the Wendigo's lair, a sudden drop in temperature can be felt.

Within 100 ft of the Wendigo's lair, all creatures must succeed on a DC15 Wisdom save or become frightened. Save is to be repeated every turn if in combat in the lair.

Any living plant creature within 50 ft of the lair will gradually loose health over the course of several days, leading to the lair being surrounded by dead plants.

Monster Tags: undeadaberration

Habitat: ForestMountain

Erizan

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