Large Monstrosity, Any Evil Alignment
Armor Class 19 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., 60 ft in Beast form
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +4
Condition Immunities Petrified
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Trampling Charge. If the Wendigo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Wendigo can make one attack with its Claws against it as a bonus action. 

In beast form, it can make a bite (1d12+6) and a claw attack (3d8+6). It’s bite attack is poisonous, dealing an additional 1d6 damage each round if the prey doesn’t make a dc 16 constitution saving throw.

In Dread form, it can send the ghosts of its previous prey after the characters, dealing 1d12+6 damage, or can summon a ghoul (can have a max or 2 ghouls out at a time and it recharges on a 5 or 6 of a d6 dice

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 6) slashing damage.

Bonus Actions

Shape Change- The Wendigo has two different forms: The Dread and The Beast. It’s Dread form is when it is bipedal. It is long and lanky, with a wiry form and a deer skull for a head. It has the terrible stench of death that surrounds it. 


The Beast form is when it takes on the form of a gigantic undead direwolf.

Legendary Actions

Deaths Kiss- The Wendigo makes a low mournful wail, summoning an icy fog that surrounds it in a 60 ft radius. While covered, it is heavily obscured and has advantage on stealth checks. Any unfortunate soul that gets caught in this fog has to make a dc 17 constitution saving throw or else be reduced to half speed while there. Also, anyone in the fog takes 1d8 points of ice damage for each round they are in there.

 

Mythic Actions

The spirit of the Wendigo- This is an ability that can be used on one target at a time. It recharges on a 5 or a 6 on the roll of a d6 dice. The Wendigo stares at its prey and forces their spirit upon them. The target must make a dc 15 wisdom saving throw or else be taken over by the spirit of the Wendigo, temporarily losing control. For 2 rounds, or earlier if the character makes the save, they must use their action to make 2 melee attacks against the closest person, dealing 1d6 points of slashing damage as their nails temporarily grow into claws

Description

These monsters are regarded with much fear and hatred. These creatures were once humans, but were changed when they partook in the consumption of human flesh. Once the humanoid does this sin, their soul is poisoned by the spirit of the Wendigo, and will change into these beasts over the span of a week, slowly losing their humanity. Their bodies make drastic changes, and end up growing to heights of 8-10 ft depending on the previous humanoid. Although they are tall, they are usually extremely slender, with long, lanky arms and legs, and will have almost Snow White pale skin. Their faces are grotesque, and the Wendigo will normally have a deer skull placed atop the visage, having it fused into their skin.
They generally track prey in cold winter areas, increasing the cold and confusion of their prey, slowly sucking the life out of them until they finally keel over. These creatures are able to mimic human voices, although it will sound weirdly discordant and unnatural if you listen close enough. They use this to be able to lure their prey away from safety. The Wendigo can change between a bestial form similar to that of a dire wolf and their grotesque Dread form. They typically travel in packs of 1-3 of the beasts, depending on how amicable they were in their previous life.

 

Habitat: ForestGrasslandHill

Justin12F

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