Regeneration. The wendigo regains 10 hit points at the start of each of its turns if it has at least 1 hit point. If the wendigo takes fire damage, this trait doesn’t function until the start of the wendigo's next turn.
Death Throes. When the wendigo dies, its spirit immediately attempts to possess the closest humanoid within 120 feet of it. The target must make a DC 11 Charisma saving throw. On a failed save, they become cursed by the wendigo's spirit. On a successful save, the spirit is banished to the Shadowfell.
Spider Climb. The wendigo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Mimicry. The wendigo can mimic animal sounds as well as speech that it has heard. A creature can figure out it is a mimicry by succeeding on a DC 14 Wisdom (Insight) check.
Keen Hearing. The wendigo has advantage on Wisdom (Perception) checks that rely on sound.
Kinetic Sight. The wendigo has a hard time differentiating decor from actor. It has disadvantage on Wisdom (Perception) checks to see immobile creatures as well as on attacks against such a creature.
Sunlight Sensitivity. The wendigo has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight.
Multiattack. The wendigo makes two Claw attacks followed by on Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Instead of dealing damage, the wendigo can grapple the target (escape DC 16). A creature killed by a wendigo's claw attack usually has a limb or its head lopped off due to the sheer brutality of the creature.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) necrotic damage. A humanoid suffers ad additional 4 (1d6) necrotic damage. The wendigo regains hit points equal to the necrotic damage dealt, unless the target is an undead or construct.
Terrorizing Screech (Recharge 5–6). The wendigo screeches loudly and can be heard up to 300 feet away. Each creature within 60 feet that can hear it must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage, and is frightened of the wendigo until the end of the wendigo's next turn. While frightened this way, it must use its movement to move away from the wendigo, unless its speed is zero. On a successful save, the creature takes half as much damage with no additional effects.
Stalking Actions. The wendigo can use its bonus action to take the Dash, Disengage, or Hide action.
Description
Cursed by consuming the flesh of their brethren, stranded humanoids might turn into wendigos over the course of a dozen days, with the first signs appears after 4 days.
Their limbs stretch out, their muscles and skin getting tighter and tighter while excreting a form of acid that coats their outer skin with an hardened shell impervious to most form of attacks. Their teeth grow longer and jagged while their nailed become hardened damages capable of decapitating a man in a single swipe. A fully transformed wendigo, while never truly dead, is an undead in every sense of the word, its body overtaken by necromantic energies, sometimes believed to be evil spirits.
While slender and frail looking, a wendigo is stronger than any humanoid. It is also quick and agile, able to climb with ease on walls and ceilings to reach its prey, which it loves to stalk. It will also imitate speech or animal cries to lure travellers to its hunting grounds. While it hides from the sun, it doesn't hurt it to stand in its light and while it seems beastly, it retains enough of its humanity that it can devise plans and it seems to enjoy making its prey suffer.
Most wendigos live and hunt alone for humanoid flesh, but in some instances, they have been known to live in packs and form rivalries. It is believed that they might retain some recognition of former bonds such as friendship and family.
Curse of the Wendigo's Spirit. A humanoid creature cursed by a wendigo's death throes gains a hunger for humanoid flesh 24 hours after being cursed. Every day at dusk, they must make a DC 11 Charisma saving throw. On a failed save, they must do everything in their power to acquire and devour a living humanoid's flesh. If they manage to acquire such a meal, they will slowly turn into a wendigo over the course of 12 days.
Before the first instance of cannibalism, a humanoid cursed by a wendigo's spirit can be freed of the curse by a remove curse spell. After the first meal, only a greater restoration or stronger spell can free them of the curse.
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