Keen Hearing and Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Ambusher. The wedigo has advantage on attack rolls against any creature it has surprised.
Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the mimicry can tell it is an imitation with a successful DC 14 Wisdom (Insight) check.
Pounce. If the wendigo moves at least 20 ft. straight towards a creature and then hits it with its Claws on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one Bite attack against it as a bonus action.
Masks of the Wild. At the end of the wendigo's turn it becomes lightly obscured from any creature 25 ft. away or further until the begining of wendigo's next turn. It can also attempt to hide when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Scent of Fear. All creatures within 50 ft., have disadvantage on Wisdom and Charisma saving throws.
Multiattack. The wendigo makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 3) piercing damage. On a hit, target must succeed on a DC 12 Constitution saving throw or take an additional 6 (2d6) necrotic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 3) slashing damage. On a hit, target must succeed on a DC 12 Constitution saving throw or take an additional 6 (2d6) necrotic damage.
The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of the creature's turn. The wendigo regains a spent legendary action at the start of its turn.
Inflame The Hungry. Ranged Weapon Attack: 50 ft., one target. The target takes 14 (3d8 + 4) Psychic damage, or half as much on a successful DC 15 Wisdom save. If the target fails the Wisdom save, it is also dominated by the wendigo as the Dominate Person spell.
Feeding Frenzy. All creatures within 50 ft. of the wendigo who are not at max-HP must succeed a DC 15 Charisma saving throw or be forced to make a Bite attack against the nearest target. If no targets are close enough, the wendigo can force a creature affected by this power to use it’s reaction to move close enough to another target and make the attack. This effects ends at the begining of the wendigo's next turn.
Fey Step. The wendigo can cast the misty step spell using this trait.
Description
The wendigo is one of the most obscure monsters known. Every aspect from the wendigo's origin and habitat to what its spiritual or biological makeup is are still under debate. What is known is that the creature can only be magically created when a sentient humanoid, like an elf, human, etc cannibalizes. Many cursed mountains and forests contain spirits of windegos.
Some believe the wendigo is a fiend of some kind while others believe they were let loose from the Feywild. The wendigo is some kind of spirit nonetheless; and is magically summoned in certain circumstances where it finds a cannibal host body. This host is then forever mutated into a wendigo.
Lair and Lair Actions
The wendigo can only take one lair action per turn and only one lair actions can be active at a time.
- The wendigo targets any number of objects, (tree branches, torches, doors, windows, etc.) that it can see, manipulating each to either open/close or ignite/extinguish at will. Closed/shut objects can be magically
locked (requiring a successful DC 20 Strength
check to force open) until it chooses to unlock them. - The wendigo can create a thick rolling fog 30 ft. in diamater anywhere within 120 ft. The cloud lasts 1 minute, creatures and objects within the fog are heavily obscurred.
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