Aura of Hunger. Players starting their turn within 30 feet of the Wendigo must make a DC 15 CON check or be paralyzed with hunger for one minute. They can repeat this saving throw at the end of each of their turns in order to end this effect. Once this check is passed, they are immune to this aura for 24 hours.
Spellcasting. The Wendigo is an innate spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Wendigo can innately cast the following spells, requiring no material components:
3rd level (2 slots): Dispel magic, Sleet Storm
4th level (1 slot): Ice Storm
5th level (1 slot): Cone of Cold
6th level (1 slot): Wall of Ice
7th level (1 slot): Teleport
8th level (1 slot): Control Weather
Multi-Attack. The Wendigo makes three attacks per turn. Two with its claws, one with its bite. It can forgo its claw attacks to use Speaking in Tongues.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 11 (1d12 + 6) slashing damage, plus an additional 5 cold damage.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 18 (2d12 + 6) slashing damage, plus an additional 10 cold damage. The Wendigo heals for all damage dealt this way.
Speaking in Tongues. RangedWeapon Attack: Any creature within earshot of the Wendigo must make a DC 15 INT check or suffer 30 psychic damage (half as much on a successful save). (re-roll 6)
Reaction Name. Enter the description for your action.
Legendary Resistance (3/Day). If the Wendigo fails a saving throw, it can choose to succeed instead.
Magic Resistance. the Wendigo has an advantage on saving throws against spells and other magical effects.
Magic Weapons. the Wendigos attacks are magical.
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 his turn.
Teleport (Costs 1 Action). The Wendigo may cast the Teleport spell.
Claw Attack (Costs 1 Action). The Wendigo may make one claw attack.
Bite Attack (Costs 2 Actions). The Wendigo may make one bite attack.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Wendigo is the spirit of starvation and cold made manifest. It stalks the frozen places of the world, catching unwitting explorers by surprise and taking them. It speaks in the tongues of those it has consumes, as it stores them beneath its gaping maw.
Those taken by the Wendigo are never seen again, although their screams and pleas for help may echo on the icy wind for all time. Wise explorers and prospectors remain in their tents when they hear calls for help where there should be none or promises of friendship from things unseen.
The creature is an amalgamation of emaciated animals and skeletal remains. It carries grim trophies of its victims with it and will use the voices of the fallen to intimidate and frighten its victims.
If it realizes that it cannot isolate or take a lone victim with it back to its lair, the Wendigo will attempt to escape back to its wooded domain. It will create a tear in the plane it is currently visiting, and travel back to its home dimension.
Lair and Lair Actions
The Wendigos lair resembles a dead forest of primordial composition. Massive, leafless trees stretch as far as the eye can see, and a thin mist permeates the forest floor, making tracks impossible to follow. Throughout the forest are crumbled structures that offer little shelter against the bitter cold. Dead bushes and fallen logs are the only foliage to be found amongst the behemoth trees. Gravestones and crumbling bricks mark the passage of time.
Those who spend more than a few moments within this realm are struck by the utter silence, and feeling of desolation contained within. They will also notice that the trees do not have branches, but instead have skeletal remains branching from the main trunk. What they once took for bleached, winter branches are instead intricate constructs of the bones of the Wendigo's victims.
This is the true hunting ground of the Wendigo. Here it is faster and harder to hit (+2 AC), but can truly be slain once and for all. It will stalk any who venture into this region and add them to its collection.
Lair Actions
On initiative count 20 (losing initiative ties), 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:
- A freezing wind will sweep through the area, causing 2D10 cold damage to anyone who fails a DC 15 CON check (half on a successful throw).
- The skeletal remains stuck to the trees will begin to shake and scream, calling out for someone to help them and put them out of their unending suffering. This causes 2D10 psychic damage to any creature that fails a DC 13 WIS check (half as much on a successful throw).
- The ground will freeze over, locking all creatures in place unless they succeed on either a DC 15 DEX save to dodge the ice, or a DC 15 STR save to free themselves from it.
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