Beasts of the Mist. The Wendol always seem to attack while there is mist, as an action the creature can create a thick fog around themselves out to 30ft. The Wendol can see through this mist but others cannot giving attacks made against the Wendol disadvantage and gives the Wendol half cover from ranged attacks.
Pack Tactics. The Wendol has advantage on an attack roll against a creature if at least one of the Wendol's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Wendol makes two claw attacks as an action. If both of these attacks are successful on the same target the target is considered Grappled.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage.
Antler Charge. Melee Weapon Attack: +5 to hit, 1 target. At the beginning of the Wendol's turn the creature can choose to use both their action and movement to go down on all fours and charge a target. Hit: 15 (2d8 + 5) slashing damage + (1d6) force damage per every 5ft of movement used to reach the target. On a successful hit the target must make a DC 14 strength saving throw of be knocked prone.
Bite. Melee Weapon Attack: +5 to hit, reach Grappled Enemy, 1 target. Hit: 20 (4d6 + 6) piercing damage. On a successful bite the target must make a consitution save with two DCs. The first is DC 16, on a failure the target takes 2d8 poison damage and is considered poisoned and on a success the target is not considered poisoned for 2d4 days. Wendol poison takes the form of thick black liquid dripping out of the creature's mouth. The target who is poisoned by a Wendol must make a DC 14 consitution saving throw or suffer additonal effects. The base poisoned condition applies regardless and can be cured by a Lesser Restoration spell. The additional effects are a reduction of the hit point maximum of the target by 4d8 lasting the same number of days and must be cured by a Greater Restoration spell. Should this effect reduce the hit point maximum of a creature to zero or below the target dies.
Deranged Howl. After taking damage the Wendol may use its reaction to let forth a frightening and deranged howl. Enemy creatures within 60ft must make a DC 12 wisdom saving throw of be frightened of the Wendol for two turns. Additionally, any other Wendols within three miles will come to the aid of the howling Wendol.
Description
An ancient horror from the southern reaches of Hallenhold. The Wendol may remind seasoned adventures of a few different creatures. The body of the creature may remind some of a twisted Chimera with the body of a elongated undead humanoid covered in fur with muscle and bone. However, the Wendol has the paws of a bear on both its hands and feet. The head looks like a hellish mixture of a deer and bear with the back having the antler and ears of a deer but snout and mouth of a bear. The jagged, broken, and sharp teeth drip with thick black liquid that is produced in max while the Wendol fights, to the point of dripping out of its mouth in large globs. The creature stands at nearly nine feet tall when standing at its full height but often travels on all fours making it reach around six feet tall. When minding its own business the Wendol is often mis-identified as a deer, however, the usual give away is that the Wendol is almost always eating the flesh of slain beasts and enemies.
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