Hungering Curse. When the Wendigo is killed the closest humanoid within 15 feet of it must succeed on a DC 14 wisdom save or become cursed with the wendigo spirit. If there are multiple creatures in range the DM chooses the target at random. The cursed creature has an insatiable hunger for humanoid flesh, specifically the flesh of it's own race. While cursed the feels the constant hunger and must succeed on a DC 12 Wisdom saving throw anytime there is a humanoid within eyesight of it, or spend the next turn consuming the flesh of the corpse. The cursed creature makes this save with disadvantage if the corpse is of the same race. A creature can repeat this save at the end of their save at the end of their subsequent turns. On a success the creature is immune to the effects of this curse for 1 hour. If the creature fails this saving throw more than 4 times while cursed it is transformed into a wendigo. The curse can only be removed by the effects of a spell that removes the Cursed status effect. Such as Remove Curse. Once the cursed creature is transformed into a wendigo its statistics are replaced with those of the wendigo. The only way to reverse the effects of the transformation is a wish spell.
Starving Hunter. The wendigo has advantage on Wisdom (Perception) checks or Intelligence (Investigation) checks to find other humanoid creatures.
Multi-attack. The wendigo makes two claw attacks.
Accursed Claw. Melee Weapon Attack: +6 to hit, reach 5 ft one target. Hit: 15(2 d10+4) slashing damage and 7 (2 d6) necrotic damage.
Consume Flesh. Melee Weapon Attack: +6 to hit, reach 5 ft one target. Hit:15 (2 d10+4) piercing damage. The target must make a constitution saving throw (DC 14) or it takes an additional 9 (2 d8) necrotic damage and it's hit points maximum is reduced by the same amount of necrotic damage dealt.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Saving Throws. Str +6, Con +4, Wis +4.
Shills. Investigation. +1, Perception +4, Stealth +5.
Damage Resistance. Cold, necrotic, bludgeoning, piercing, and slashing from non magical attacks that aren't silvered.
Condition Immunities. Charmed, exhaustion, frightened, poisoned.
Senses. Darkvision 60 ft, passive Perception 14.
Languages. Understands common but cannot speak it.
Challenge. 4 (1,100 xp).
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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