Large Monstrosity, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 188 (15d10 + 105)
Speed 40 ft., Walk 40 ft., Burrow 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
24 (+7)
INT
4 (-3)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +7, CON +10
Skills Athletics +8, Intimidation +4, Perception +5, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The Wendigo can breathe both air and water.

Immutable Form. The Wendigo is immune to any spell or effect that would alter its form.

Regeneration. The Wendigo regains 10 hit points at the start of its turn. If the Wendigo takes fire or necrotic damage this trait doesn't function at the start of the Wendigo's next turn.

Beastial Immortality. If the Wendigo is reduced down to 0 hit points it does not die, instead falling unconscious for 1d4 hours, after which the Wendigo reanimates with all of its hit points. This trait does not function if the Wendigo is fed a mixture of its own blood combined with the blood of a wolf, boar, dragon, bear, horse, moose, and ox.

Actions

Multiattack. The Wendigo makes three attacks with any combination of bite, claw, gore, hoof, and tail attacks. It may use each attack only once on its turn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10+4) piercing damage. If the target is a creature it must make a DC 15 Constitution saving throw or have its hp maximum reduced by an amount equal to the piercing damage taken. This reduction lasts until the target finishes a short rest.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage. 

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. The target must succeed on a DC 15 Strength saving throw or be pushed back 15ft.

Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: # (2d8+4) bludgeoning damage. The creature must succeed on a DC 15 Constitution saving throw or be stunned until the beginning of its next turn.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12+4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone.

Bonus Actions

Monsterous Howl (Recharge 6). The Wendigo rears its head back and bellows forth a howl that seems to combine the vocalizations of all the beasts and monsters in existence. Each creature within 30ft of the Wendigo that can hear it must make a DC 13 Wisdom saving throw or be frightened of the Wendigo until the end of their next turn. While frightened in this way the creature also has disadvantage on saving throws against the Wendigo's other abilities.

Reactions

Adaptation. When the Wendigo fails a saving throw it can use its reaction to roll the d20 again. It must take the new result.

Legendary Actions

The Wendigo can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wendigo regains spent legendary actions at the start of its turn.

Melee Attack. The Wendigo makes one melee attack.

Howl (Costs 2 Actions). The Wendigo uses its Monsterous Howl ability.

Description

The Wendigo has the appearance of the unused parts of a butcher's bin, with a horrid assortment of shimmering scales, mottled fur, and smooth skin stretched over its body. It has the lower half of an ox, with hooves split and cracked around the wide base of its beastial legs. The long tail of a dragon swings behind it as the piscine scales seem to shift their color in the dim light. The main body is a menagerie of many different animals; the muscles of a bear, the fur of a boar, and the skeletal structure of a horse. The arms form long and muscular appendages which sprout from its shoulders, festooned in stitches and scars, which terminate in long claws made out of sharp jags of metal. Its head is canine in form and covered with human skin, with the antlers of a great moose sprouting from the top of its head.

Lair and Lair Actions

The Wendigo's lair is a cave deep within the caverns beneath Wendigo Hollow which is covered with the gore and viscera of multiple mutilated beasts and humanoids. The skins and pelts of these slain creatures hang on the walls and a thin layer of sticky blood covers the stone floor.

The Wendigo has a CR of 9 (5,000 XP) when encountered within its lair.

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 Wendigo animates one of the severed limbs within the chamber to come to life. The limb acts directly after the Wendigo in the initiative order. The limb has the statistics of a Crawling Claw but with these added changes:
    • The limb has an AC of 8, 25 hit points, and a strength score of 18.
    • The limb has access to either the Wendigo's Claw, Hoof, or Tail Attack, and may only attack once on its turn.
    • The limb is immune to being Prone and Unconscious.
  • The Wendigo consumes the blood on the ground, healing its wounds. The Wendigo regains 17 (3d8+3) hit points.

Regional Effects

The region around the Wendigo's lair is strewn with the signs of its murderous living arrangements, which creates the following effects:

  • Beasts encountered within 1 mile of the Wendigo's lair have a 25% chance to have a missing limb.
  • Water within 1 mile of the Wendigo's lair is tainted with blood. Creatures that drink the tainted water must succeed on a DC 10 Constitution saving throw or be afflicted with the disease Blood FeverBlood Fever causes a creature to lose control of their body due to creeping hunger and mental degradation. Whenever a creature afflicted with Blood Fever takes damage they must make a DC 10 Constitution saving throw or become stunned until the end of their next turn. The disease abates only by means of a Lesser Restoration spell or similar magic. 

If the Wendigo dies, these effects fade over the course of 1d4 days.

Habitat: ArcticForestMountain

Metalchorus

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