Feral Sense - Has advantage on perception checks.
Mimic - Can mimic voices and sounds.
Primal Screech - Can Scream and insight fear into creatures.
Multiattack. The creature makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit reach 5ft., One creature. Hit 9 (2d6+2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (2d4+2) slashing damage. If the target is a creature other than an undead it must succeed on a DC 11 Wisdom Saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect itself on a success.
Enter the description for how bonus actions work for your monster here.
Opportunity Attack. When a creature exits melee range the creature can attack it.
Claw Strike. The creature makes one attack or uses one of its other actions.(costs one Legendary Action).
Frightening Gaze. The creature fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the creature’s gaze for the next 24 hours.(Costs Two Legendary Actions)
Afflicted Followers. Once per day, the creature may summon a swarm of minions. At the start of every creature's turn, a minion creature with 1 HP is summoned from an unseen location, arriving in an empty space.(Summons an swarm of Turned Wendigos).
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
Towering around 8-9 feet tall these creatures have a deer like skull and antlers with pitch black pits for eyes, with long arms hanging at their sides with needle like claws at each finger. Its bipedal and stands with its legs bent in unnatural direction. The skin is a pale snow white, with flesh stretched tightly against the bone showing all its bones. This creature is starving never able to satiate its hunger for human flesh. Anyone that crosses its path has the feeling of dread and impending doom, when your eyes meet its you immediately are struck with fear.
Lair and Lair Actions
Wendigo's live in snow covered mountains and forests
Lair Actions
On initiative count # (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:
- Wind Current: The wind rapidly picks up and throws creatures to the ground. Creatures must make a Dexterity Saving Throw with a DC of 10 if failed the creature is knocked prone.
- Snow Storm: The snow starts to fall heavily causing your vision to be obscured at 20ft. Ranged attacks past 20ft have disadvantage.
Regional Effects
The region containing a legendary Wendigo’s lair is Mountains or Dense Forests, which creates one or more of the following effects:
- Snow Speed: Your speed is halved while walking in deep snow.
If the Wendigo dies, these effects fade over the course of #3 days
Comments