Large Monstrosity, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 72 (10d12 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
9 (-1)
CHA
18 (+4)
Saving Throws DEX +8, CON +6
Skills Athletics +6, Deception +7, Stealth +9
Damage Resistances Cold, Necrotic
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Corrupting Starvation. A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 13 Constitution saving throw or be poisoned by crippling hunger for 1 round. If a character is posioned a number of times greater than their Wisdom modifier (minimum one), then they recieve the following flaw: "I hunger for the flesh of my fellow humanoid." This flaw may be removed through the use of a Greater Restoration or Wish spell. As well, they suffer 1 level of Exhaustion. 

Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.

Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Mask of the Wild. The wendigo can attempt to Hide even when only lightly obscured by foliage, heavy rain, mist, or other natural phenomena.

Pounce. If the wendigo moves at least 20 feet straight toward a creature and successfully hits it with a Claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wendigo can drag the creature 10 feet without provoking oppurtunity attacks.

Actions

Multiattack. The wendigo makes three attacks: two with its claws and one with its bite.

ClawsMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 4 (1d8) necrotic damage.

BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (2d4) necrotic damage.

Cannibalistic Howl (Recharge 4-5). Every creature within 20 feet of the wendigo makes a DC 14 Wisdom saving throw. On a successful save, nothing happens. On a failed save, the creature suffers from an insatiable hunger for humanoid flesh, and makes one attack action against a humanoid ally that they can see. When this attack is complete, the effect fades away and the creature comes to their senses.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The wendigo can take 2 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. It regains all expended actions at the start of its turn.

Sprint. The wendigo moves up to its movement speed. It cannot be dragging a creature to do this. This does not provoke opportunity attacks.

Drag. The wendigo drags a creature up to 30 feet.

Hide. The wendigo makes a Hide action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A voice in the distance cries out for help, but it is not as it seems. Standing on two spindly legs, covered in patches of brown fur and decaying grey flesh, with the posture of a man but the skull of a deer, the terrifying wendigo hungers for humanoid flesh. Once a living human or elf driven by either desperation or evil to cannibalism, the wendigo inflicts its foul hunger on its victims, causing them to hunger for the flesh of their kind, just as it does.

Lair and Lair Actions

The wendigo lairs in abandoned cabins and small bone-strewn hideouts. Its lair is decorated with its prey, both fresh and decayed. It often impales living creatures on the sharp branches of the trees around its lair, to consume when it is finished hunting.

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:

  • All creatures within a 40 foot radius on the wendigo must succeed on a DC 13 Constitution saving throw or be stricken with all-consuming hunger. The creature is paralyzed until the end of their next turn.
  • Voices of the wendigo's past victims echo throughout the trees, making it impossible to discern where they are coming from, or what is making noise. Until the end of the wendigo's next turn, all creatures within 50 feet of it have disadvantage on Perception skill checks.

Regional Effects

The region containing a legendary wendigo’s lair is tainted by its cannibalistic curse, which creates one or more of the following effects:

  • Dense fog shrouds the area, making it difficult to see.
  • All sentient humanoid creatures feel a supernatural hunger that no food, other than humanoid meat, can satiate.
  • Regardless of the temperature of the surrounding area, a horrible cold claims the wendigo’s lair.
  • Ambient noise, such as bird calls or wind, is almost entirely silenced.

If the wendigo dies, these effects fade over the course of 1d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
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7/13/2021 7:14:13 PM
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7/20/2021 5:01:21 PM
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Monster Tags: monstrosity

Habitat: Forest

LapisNitril

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