Large Monstrosity, Neutral Evil
Armor Class 16 natural armor
Hit Points 51 (6d10 + 18)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Skills Perception +3, Stealth +3
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Deep Speech
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.

Camouflage. The wendigo has advantage on Dexterity (Stealth) checks made to hide in snowy, foggy, or dense terrain.

Actions

Multiattack. The wendigo can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) necrotic damage.

Chilling Gaze. The wendigo targets one creature it can see within 30 feet of it. If the target can see the wendigo, the target must succeed on a DC 15 Constitution saving throw against this magic or take 10 (3d6) necrotic damage and then be paralyzed for 1 minute, unless it is immune to necrotic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all wendigo for 1 hour.

Voice Mimic. The wendigo targets one creature it can hear or see within 5,000 feet of it. It will then mimic simple sounds, like an animal chittering or bushes rustling. Or, it may mimic voices that are familiar to the target, such as the voice of a fellow party member or close family member. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Description

Wendigo are hulking monstrosities that stalk forests and other rural areas in a ceaseless hunt for food. They move like ghosts against the landscape, and are known to lead travelers into the wilderness by mimicking pleas for help.

Monster Tags: monstrosity

Habitat: ArcticForestMountain

ErinnS

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