Keen Senses. The Wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Dark Hunter. The Wendigo can take the Hide action as a bonus action when it is in dim light or darkness.
Curse of Hunger. When the Wendigo consumes 2 human corpses, It grows to be large. When it consumes 3 more, it grows to become huge. For every size it increases, it does an extra of its damage die.
Multiattack. The Wendigo makes three attacks: two with its claws and one with its bite.
Claws. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage.
Bite. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 15 (2d10+4) piercing damage plus 9 (2d8) necrotic damage.
Howl (Recharge 5-6). Each creature within 15 feet of the Wendigo that can see and hear it must make a DC 14 Wisdom saving throw or take 13 (3d8) psychic damage and be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes no damage and isn't frightened.
Description
The Wendigo is created when a humanoid gets so starved, it eats it's own kind. It then turns into a Wendigo. A Wendigo is always hungry. But whenever it eats, it just grows. So then it is forever hungry, feasting on all types of flesh.
Lair and Lair Actions
A Wendigo's lair is usually a dark, secluded cave in the forest. Oftentimes the bones and entrails of humanoid creatures litter the outside of the cave.
Lair Actions. On initiative count 20 (losing initiative ties) the wendigo takes a lair action to cause one of the following effects:
- The Wendigo feasts upon one of its live prey stored inside the cave. It regains 10 (3d6) hit points and the prey (always a humanoid) is killed.
- The Wendigo invokes the spirits of all those who have died in its lair. Each creature within 30 feet of the Wendigo that isn't deafened must succeed on a DC 14 Wisdom saving throw or become frightened as ghostly voices swirl around the lair. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Regional Effects. The region containing a Wendigo's lair is warped by magic.
- The wind within 6 miles of the Wendigo's lair often sounds like the moans or screams of humanoid creatures.
- The weather within 6 miles of the Wendigo's lair is significantly colder than the surrounding area.
- The Wendigo can create faint apparitions of itself within 1 mile of its lair. They are only seen from a distance, and do nothing but stand still and stare at any one creature that can see them.
Comments