The Stench of the Wendigo: The Wendigo gives off a terrible stench of death and blood, making plants shrivel up and killing smaller animals. The smell is instantly recognizable to those who have smelled or studied wendigos before. When entering within 120 feet of the wendigo, all creatures(except for other wendigos) must make a DC 15 Constitution saving throw or be poisoned for 1 hour.
Regeneration: The Wendigo regains 15 health at the beginning of its turn. This trait does not function if it has taken any Radiant or Lighting damage that turn, or if it has reached 0 hit points.
Damage Immunities/Resistances: The Wendigo is resistant to all poison, acid, cold, and necrotic damage.
Prey Stalker: This creature can attempt to hide in light cover such as heavy rain, falling snow, light foliage mist, etc. It also has advantage on attacks made while hidden or coming out of stealth.
Animal like Movement: The Wendigo can move across difficult terrain without movement penalties. It can also climb across non-smooth walls, trees, caves, and ceilings.
Multiattack: The Wendigo can make 3 attacks: one with its bite and two with its claws
Claw: Melee Weapon attack:: +4 to hit, reach 5 ft., 1 target. Hit: 20 (3d8 + 4) Slashing damage.
Bite: Melee Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 17 (3d6 + 4) necrotic damage. If the target is a non-monster humanoid, they must succeed on a DC 10 constitution saving throw or be poisoned for 1d4 days. In order to cure this poison they must receive some sort of blessing or be cured with the "Remove Curse" spell. If the poison is not cured within that amount of time, the affected creature will slowly devolve into madness (roll on indefinite madness chart) for 1d4 days, if not cured by then the creature will lose all control and slowly turn into a wendigo over the course of 24 hours. Once turned into a wendigo they cannot be turned into their prevous form.
None
Animal like Instincts: When this creature is hit with a melee weapon attack, it can take a dexterity saving throw to avoid that attack. The DC of the saving throw is the number rolled to hit the Wendigo (without modifiers). If the roll was 20 the Wendigo may not attempt to avoid it. It many only take this action once per initiative turn and must wait until after its next turn to use it again.
Description
“A grotesque exaggeration of human anatomy, a true horror of human bones and skin. Well over 8 feet, this abomination had legs the size of most humans' entire body, lifting its husk like ribcage well over any ordinary man. Its arms like long pale sticks, almost touching the ground with its spiny like claws. Atop the cage like torso rests an elk skull. From the depths of its sockets shine two red, bloodshot eyes, the pupils seemingly non-existent.” - Van Helsing's guide to Monstrosities
Lair and Lair Actions
A wendigos lair is typically a cave or grove of trees. These lairs are surrounded in death, most if not all trees and grass are dead, covered in dried blood and bones. The area around the Wendigos lair is also covered in its horrible smell, although not as potent as coming from the Wendigo itself. The lands surrounding the Wendigos lair or its "Hunting Grounds" are stragenly devoid of animals, to the point that hunting becomes almost impossible.
Lair Actions
On initiative count 17 (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:
- Swarm of Maggots- The ground suddenly begins to move as hundreds of worms, maggots, and other flesh eating incest's surface. These insects will turn into as Swarm of Insects (1d4 amount appear) they appear under the players, occupying their space.
- Poison Spores- Spores in a 40 foot radius of the Wendigo open, releasing potent spores, poisonous to all creatures except for the Wendigo. Any creature within 40 feet of the Wendigo during this effect must take DC 15 constitution saving throw or take 3d6 necrotic damage and be poisoned for 1d4 turns.
Regional Effects
The region containing a legendary Wendigo's lair is corrupted with the madness and stench of the beast, which creates one or more of the following effects:
- Creatures that spend more than 24 hours in the Wendigos hunting grounds must make a DC 15 constitution saving throw or be infected with the Wendigo Disease, (same result as the bite) this test must be retaken is passed each subsequent hour after the 24th.
- All food and animals that enter the Wendigos hunting grounds shrivels up and spoils within hours of entering.
If the Wendigo dies, these effects fade over the course of 1d6 days.
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