Large Undead, Chaotic Evil
Armor Class 18 Natural
Hit Points 180 (12d12 + 90)
Speed 50 ft., Climb 50 ft.
STR
21 (+5)
DEX
18 (+4)
CON
24 (+7)
INT
16 (+3)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws STR +10, DEX +9, CON +12, WIS +9
Skills Athletics +15, Deception +11, Stealth +14
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 300ft, Passive Perception 20
Languages Common and any language creatures within 300ft know
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Flesh Eater. The Wendigo eats solely the flesh, blood and bone of humanoid creatures. They are cursed with a never ending hunger and are never full. However their curse is not without it's benefits as when a Wendigo consumes the corpse of a humanoid they regain 3d10 hit points.

Legendary Resistance (3/Day): If the Wendigo fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Wendigo can use it's Haunting Mimicry or its Harrowing Scream. It then makes 3 attacks: one with its Icy Maw and two with its Decaying Claws.

Icy Maw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) Piecing damage. Creatures hit by this attack suffer an additional 13 (4d6) cold damage. When the Wendigo damages a living creature with this attack, it regains hit points equal to the piecing damage dealt. If this attack reduces a creature to 0 hit points, the Wendigo instead regains hit points equal to the full damage dealt by the attack.

Decaying Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) Slashing damage. Creatures hit by this attack must succeed a DC18 Constitution saving throw. On a fail they take 13 (4d6) Necrotic damage and their maximum health is lowered equal to the Necrotic damage taken otherwise they take half damage and their maximum health is not reduced.

Haunting Mimicry. A creature that the Wendigo can see must succeed in a DC 15 Wisdom saving throw or become Paralyzed as the Wendigo starts to mimic a person of great importance in that creatures life crying for help and screaming in agony, calling that creature by name. A creature who has been targeted by this cannot be targeted again for 24 hours.

Harrowing Scream (Recharge 5-6). The Wendigo lets out a blood chilling, ear splitting scream and all creatures with 60 feet of the Wendigo suffer 12 (4d6) psychic damage and must succeed in a DC 20 Wisdom saving throw or become frightened until the end of the Wendigo's next turn.

Gnawing Hunger. The Wendigo makes eye contact with a Creature and shares a portion of its curse with them. A Creature the Wendigo can see must succeed in DC 15 Constitution saving throw or became wracked with horrible hunger pains and have disadvantage on attacks during their next turn.

Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) Piecing Damage as the Wendigo gores its target with its oversized horns.

Reactions

Savage Feeder. When a creature within 5 feet of the Wendigo falls unconscious, the Wendigo may use its reaction to maul the creature making it automatically fail 1 death save and the Wendigo regains 1d10 health.

Corpse Eater. When a creature within 5 feet of the Wendigo dies, the Wendigo may use its reaction to partially devour the corpse gaining the benefits of their Flesh Eater trait.

 

Legendary Actions

Can take 3 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Decaying Claw. The Wendigo makes a Decaying Claw attack.

Gnawing Hunger. The Wendigo uses Gnawing Hunger on a creature it can see 

Gore (Costs 2 Actions).  The Wendigo moves up to its movement speed without provoking opportunity attacks and makes a Gore attack.

Description

A being of pure nightmares. The Wendigo is a large bipedal being with cloven hooves and hands with elongated fingers tipped with talons perfect for tearing flesh and bone alike. It's body is coved with little fur, with only a mane which stretches halfway down its back. A long featureless tail sprouts from its lower back and is tipped with a tuft of fur. Spines start from the base of its neck and travel down its spine. Its most striking feature however is its head, which appears as a skinned  Wolf skull still partially covered in sinew and large Antlers sprouting from the top of its skull. Most Wendigos' can be heard long before they can be seen. However, once you stop hearing a Wendigos screams, be afraid. It does not mean you have left its territory, it means it has caught your sent and it will make itself known very soon. And remember, if you can hear a friend or a loved one somewhere in the trees, no matter how much they beg, how much they cry, do not follow those voices, it is not who you think it is.

Lair and Lair Actions

A Wendigo lair is often that of an icy cave littered with the discarded remains of its victims. Many creatures will also inhabit these caves as the Wendigo has no interest in harming non-humanoids unless provoked and no wild animal is stupid enough to provoke a Wendigo. However, the presence of the Wendigo has filled these walls with a vile and primal magic, making these caves unbearably cold to the extent deadly temperatures. 

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:

  • The unbearable cold of these caves sets in. All creatures chosen by the Wendigo must succeed a DC 12 Constitution saving throw or suffer a level of exhaustion. Creatures with resistance to cold have advantage while creatures who are immune to cold are immune to this affect as well.
  • The vile magics put here by the Wendigo's presence surge towards its creator granting one of two effects. The Wendigo regains 2d10 hit points or each of its attacks gains an additional weapon damage die until the start of its turn.

Regional Effects

The region containing a legendary Wendigo’s lair is cursed, which creates the following effects:

  • Predatory creatures and large herbivore creatures alike become gaunt as if they haven't eaten in weeks and turn savage, attempting to attack and consume humanoid creatures on site. They cannot be reasoned with and if a creature attempts to communicate with them, they only respond with expressions of how unbelievably hungry they are.
  • Meat, berries and crops begin to rapidly wither apon being harvested and will last little more than a day unless magically preserved.

If the Wendigo dies, these effects fade over the course of 2d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2020 12:34:21 PM
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12/2/2020 12:42:53 PM
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1
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Habitat: ArcticForestMountain

Aahni

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