Medium Monstrosity, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +4, CON +5
Skills Perception +3, Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft, Passive Perception 13
Languages Only languages it knew in it's life.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Chilling Gaze. The Wendigo targets one creature it can see within 30 feet of it. If the target can see The Wendigo, the target must succeed on a DC 10 Constitution saving throw against this magic or take 6 (2d6) necrotic damage and then be paralyzed for 1 minute, unless it is immune to necrotic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all Wendigo for 1 hour.

Fear of Fire. If The Wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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.

Mimicry. The Wendigo can mimic any sounds it has heard, including voices. Any creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Sunlight Sensitivity. While in sunlight, The Wendigo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Wendigo makes a gore attack and a claw attack. It can replace one of those attacks with it's Life Drain attack.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Reactions

Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

Hellish Rebuke. Once per day. The Wendigo can point its finger at a creature that damaged it and becomes surrounded by ice and frost. The creature must make a DC 13 Dexterity saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one

Description

From Flesh to Torment The Wendigo is a tormented soul, a cannibal slowly turning into a lesser demon with eternal unsatiated hunger. The Wendigo hibernates for years after it feast of flesh and bone. Throughout this process it slowly goes through a metamorphosis; it can take up to a century, but with enough flesh, the Wendigo will eventually become a Bulezau. Some people claim you can tell the age of a Wendigo dependant on how demonic it appears. When the Wendigo awakens from its hibernation it seeks out more food to consume to return to it's slumber. A natural Hunter the Wendigo stalks and plays with its prey before striking and taking its prize back to its lair.

Lair and Lair Actions

The Lair of a Wendigo is usually in a cavern or dark enclosed spaces. The fridge cold the Wendigo's body emits cools it's chambers and a slight cool mist surrounds it's place of rest. Broken bones with the marrow sucked out are scattered around its chambers, if it has recently awakened it will usually have bodies of unconsious people hung on hooks.

Lair Actions

On initiative count #20 the Wendigo takes a lair action to cause one of the following effects; the Wendigo can’t use the same effect two rounds in a row:

  • 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.
  • Mist of Undeath. The Wendigo summons a cold mist to surround its chambers, it clears after 2 combat rounds.
  • Shadows of the Betrayed. The Wendigo summons its shadow forward to stalk and attack it's foes.

Habitat: ArcticCoastalForestGrasslandHillMountainSwampUrban

TheKingFenrir

Comments

Posts Quoted:
Reply
Clear All Quotes