Mimicry. The wendigo can mimic simple sounds it has heard, such as a person whispering, screams, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Territorial Pursuit. The wendigo can sense any creature that is within a mile of it as long as that creature is on the same plane of existence.
Ancient Resistance. If the wendigo is targeted by a spell of natural magic, the spell instead fails and the wendigo succeeds any saving throw, taking no damage.
Forest Camouflage. The wendigo has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.
Shapechanger. The wendigo can use its action to polymorph into a Small or Medium humanoid, or back into its true form. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the wendigo has advantage on attack rolls against any creature it surprised.
Elusive. If a creature opportunity attacks the wendigo they have disadvantage on the attack made against it.
Natural Stealth. The wendigo can take the Hide action as a bonus action.
Regeneration. The wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point. If the wendigo takes damage from silver weapons, this trait doesn't function at the start of the wendigo's next turn.
Keen Sense. The wendigo has advantage on Wisdom (Perception) checks that rely on smell, sight, and hearing.
Trackless. The wendigo leaves no tracks to indicate where it has been or where it has gone.
Multiattack. The wendigo has three attacks: two with its claws and one with its bite.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage. The target must make a DC 16 Charisma saving throw or or lose one point point of Sanity. The target also becomes cursed, this curse decreases the targets will to live, giving them disadvantage on Wisdom saving throws and saving throws that relate to sanity.
Horrific Howl (Recharge 6). The wendigo emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the wendigo's next turn and lose one point of Sanity. While a creature is frighted in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Horrific Howl of a wendigo for the next 24 hours.
Maddening Feast. The wendigo feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the wendigo's choice that is within 30-feet of her and be able to see her must succeed on a DC 15 Wisdom saving throw or be frighted of her for 1 minute and lose one point of Sanity. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the movement, which is erratic. A creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's maddening Feast for the next 24 hours.
Primal Frenzy. If a creature attacks the wendigo and does more then 20 damage to it, the wendigo can use its reaction to claw attack that creature.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
"They say if you consume the flesh of a human, you are turned into the darkest of things. A beast that can only relish in the blood of the same." - Norman Leching
The Wendigo is a beast that is neither human nor beast. It is the resulting consequence of giving into your hunger and greed. Feeding on the flesh of another human turns you into this abhorred creature. Left to lurk in the most extreme climates, looking for its next victim. Prone to ferocious appetites and savagery, the wendigo is considered a creature of immense predatory instinct that can't be rivaled. Tracking and killing is prey with the swipe of its long massive claws. These creatures also have immense strength, speed and a healing factor. Able to heal its wounds rapidly, it would seem that the wendigo is a invisible beast. However, this creature is prone to vulnerable to silver. Like other creatures that are tied to a corrupted spirit, it is also a effective ingredient as well is fire. Both can keep the wendigo at bay for a short time. Unforgettably, attacking a wendigo with fire would only anger it. Throwing salt at it will stun this creature but after awhile the wendigo will go into a berserk rage and tear throw the creature that was tossing this painful substance at it.
Lair and Lair Actions
A wendigo's lair is found in large caves or deep within a forest for from civilization. They favor spots with large trees and caves so that they may hide the remains of their victims in various spots to come back to later. The wendigo's presence in a region begins to affect the nature around that region. A wendigo can tell if a humanoid walks into its territory and will proceed to track it down. Toying and then eventually killing its victim. The wendigo's rests in high up positions with much bramble or stone, covering the floor making it difficult to travel through. As foes struggle on the floor the wendigo will dash around and begin to pick of targets one by one, tearing into their flesh in hungry frenzy.
Lair Actions
On initiative count 20 (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:
- The sky begins to darken, if isn't already dark, with a persons visibility becoming 20-feet. Each creature has disadvantage on Wisdom (Perception) checks that relay on sight. If a creature isn't exposed to a light source during the end of their turn they lose one point of Sanity. This affect ends once the wendigo uses another one of its lair actions.
- The wendigo's magic begins to envelope the nature around it, causing the bramble of stone on the ground to begin to hurt each creature walking through it. If a creature moves through an area that is considered difficult terrain, they take (1d4) piercing damage every 5 ft. This affects end once the wendigo uses another lair action.
Regional Effects
The region containing a legendary wendigo's lair is warped by its mere presence, which creates one or more of the following effects:
- A chilling fog lightly obscures the land within 10 miles of the wendigo's lair.
- Animals begin to howl and chatter once the wendigo begins to hunt its next victim.
- The wind begins to "whisper" when a creature is 1 mile from the wendigo's lair. A creature that hears these whispers must make a DC 14 Wisdom saving throw or become frightened and lose one point of Sanity. They must use all of their strength to run away as fast as possible away from the wendigo's lair.
If the wendigo dies, these effects fade over the course of 1d10 days.
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