Frightful Presence
Any creature hostile to the wendigo that starts its turn within 10 feet of the wendigo must make a DC 15 Wisdom saving throw, unless the wendigo is incapacitated. On a failed save, the creature is frightened until the start of its next turn. 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 Frightful Presence for the next 24 hours.
Keen Hearing and Smell
The wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mask of the Wild
At the end of the wendigo's turn it becomes lightly obscured from any creature 25 ft. away or further until the beginning of the wendigo's next turn. It can also attempt to hide when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Trampling Charge
If the wendigo moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make another attack with its claws against it as a bonus action.
Multiattack The wendigo makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) piercing damage plus 14 (2d8 +5) necrotic damage. If the target is bitten, it makes a CON saving throw (DC 15). On a failed save, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. half if it makes the save. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises 2d4 hours later as a lesser wendigo under the DM's control.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage.
Maddening Gaze. The wendigo turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 15 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see wendigo until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
If the target fails the save, the target suffers one of the following effects of wendigo’s choice or at random:
1. Beguiling Gaze. The target is stunned until the start of wendigo's next turn or until wendigo is no longer within line of sight. In addition, the target loses one level of sanity.
2. Hypnotic Gaze. The target is charmed by wendigo until the start of wendigo's next turn. The wendigo chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires the wendigo to focus on the target, he can’t use his Maddening Gaze legendary action until the start of his next turn. In addition, the target loses one level of sanity.
3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the wendigo’s next turn. The wendigo doesn’t need to concentrate on the spell. In addition, the target loses one level of sanity.
Feeding Frenzy. All creatures within 50 ft. of the wendigo who are not at max- HP must succeed a DC 15 Charisma saving throw or be forced to make a Bite attack against the nearest target. If no targets are close enough, the wendigo can force a creature affected by this power to use it’s reaction to move close enough to another target and make the attack. This effects ends at the beginning of the wendigo's next turn.
Invisibility. The wendigo magically turns invisible until it makes a melee attack. Any equipment the wendigo wears or carries is invisible with it. It does not have to concentrate to remain invisible and the wendigo can use it's frightful presence while invisible.
Legendary Resistance (1/Day). If the wendigo fails a saving throw, it can choose to succeed instead.
Description
The wendigo is a malevolent fey that haunts the wilderness of the northern regions. Almost all nomadic tribes of those areas have tales of the creature. They are known to drive people mad, to the point of becoming a cannibal. It is said that the original wendigo was a human who was lost in the arboreal forests of some northern land. Starving, the man made a deal with the evil fey that inhabited the forest. The fey promised to save him and make sure he was fed, but not in the way the man expected. It transformed him into the wendigo and thereafter he ate all he could but still remained hungry. It is unknown whether there is just one wendigo that haunts all the northern lands or if the evil fey later made more of them.
The wendigo is a large, slender, humanoid bipedal creature, with long limbs, and extremely thin (because they are always hungry). With slender but strong goat like legs, the creature walks upright, but with his arms are hunched forward trailing down toward the ground. Their skin ranges from a light, ashy grey to leathery jet black skin. It's complexion looks sickly-thin, their bones pushing out against their raw, damaged flesh, but their thick hides conceal wiry muscles, giving them a surprising strength and the distinctive sound of creaking joints like branches in the wind when they move. Because the creature dwells in extremely cold climates, it can sometimes be found with snow-white, gore-stained fur or matted, bloody hair covering a set of enormous stag antlers. Its maw is filled with sharp yellowed fangs, and its hands end in razorlike talons. The Wendigo’s twisted lips are flecked with blood, and their long tongues are a disgusting dark blue. The wendigo's head looks like a skinned goat head and Its eyes are pushed back into their sockets which range in color from glowing red to ghostly silver.
Lair and Lair Actions
Regional Effects
The region containing Wendigo’s lair is warped by his magic, creating one or more of the following effects:
- Beasts within 1 mile of the lair become violent and crazed — even creatures that are normally docile.
- Freezing fog lightly obscures the land within 5 miles of the wendigo’s lair.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 15 Wisdom saving throw or descend into a madness. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If the wendigo dies, these effects fade over the course of 1d10 days.
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