Medium Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 35 ft., Climb 20 ft.
STR
18 (+4)
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws STR +7
Skills Deception +7, Perception +6, Stealth +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Common, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The wendigo's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic

2/day each: plane shift (self only)

Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.

Actions

Claws.(wendigo Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) piercing damage.

Ravenous Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) piercing damage. On a hit, the Wendigo may recover half of the damage dealt as HP as the cannibalistic spirit feeds on the life force of the target.

Change Shape. The wendigo magically polymorphs into a Small or Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the wendigo magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Bonus Actions

As a bonus action, whenever the wendigo is in light or heavier foliage, it may camouflage itself so long as it is at least 15 feet away or more away from any enemies.

Mythic Actions

(Once per round)

Frantic Charge - Melee Weapon attack:  (25 ft. straight line) The Wendigo drops it's head and charges forward blindly with it's antlers. Each creature in the path of this attack must make a DC15 DEX save or be knocked prone and take 7 (2d6) piercing and 9 (2d8) bludgeoning damage.

Description

The scent of decay wafts off of the wendigo everywhere it goes. 

Habitat: ForestGrasslandHillMountainSwamp

nawesomew

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