Large Undead, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 230 (20d10 + 120)
Speed 40 ft.
STR
25 (+7)
DEX
15 (+2)
CON
23 (+6)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +11, DEX +6, CON +10
Skills Intimidation +8, Perception +8, Stealth +10
Damage Vulnerabilities Fire
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 feet, Passive Perception 18
Languages Languages it knew in life
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Mimicry. The wendigo can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Natural Disturbance. A Wendigo can cause intrusive thoughts, hallucinations, or force creatures within 200 feet to look through it’s eyes at will, often viewing themselves or their group from a distance. If the creature can physically see the Wendigo, it can no longer influence them in this way.

Keen Hearing and Smell: The Wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Fire vulnerable . If the Wendigo is hit by fire damage its ac gets lowered to 14 until the end of his next turn and goes on a rampage on who dealt the damage.

Cold body. If a creature starts their round at least 5ft from the Wendigo they take 8 (2d8) cold damge.

Legendary resistance 3/day The Wendigo can succed a saving throw even if it failed.

Actions

Multiattack. The wendigo makes two claw attacks or one consuming bite and, if it can,  uses staggering roar. If two consecutive claw attacks successfully hit a target, they must succed a DC 18 Strenght saving throw or be knocked prone. If the wendigo successfully makes the Consuming bite attack, it can't use it the next turn.

Consuming Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit:  20 (2d12+7) piercing damage. If the target isn't a contruct or undead, it must succeed on a DC 18 Strength saving throw or take an additional  22 (4d10) necrotic damage as the wendigo tears away flesh to consume, healing it equal to the necrotic damage dealt. On a successful save the creature takes half of the necrotic damage and the Wendigo doesn't heal

Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit:  17 (3d6+ 7) slashing damage and 4 (1d8) cold damage.

Staggering Roar (Recharge 5-6). The wendigo emits a thundering roar. Each creature within 30 feet of the wendigo must succeed on a DC 18 Wisdom saving throw or take 17 (5d6) psychic damage and be Paralyzed for 1 minute. If the creature succeed the saving throw takes half the damage and it isn't Paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success or when they take damage.

Legendary Actions

The wendigo can take 3 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 his turn.

Move. The wendigo moves up to half his speed.

Claw. The wendigo uses the claw action.

Bite (Costs 2 Actions). The wendigo uses the consuming bite action.

Habitat: ArcticForestMountain

Theseamonster19

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