Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., Climb 40 ft.
STR
13 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +7
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages All Only though Mimicry
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

 

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.

Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creatures that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Obduction: If the wendigo hits with both claw attacks, it can grapple as a bonus action. The wendigo does not suffer movement penalties for carrying a body

Pounce. If the wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bit attack against it as a bonus action.

Actions

Multiattack. The wendigo makes two attacks: two with its claws. Or one Bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus an additional 9 (2d8) necrotic damage, the wendigo heals for necrotic damage dealt. If this attack would drop a creature to 0 hp that creature is knocked unconscious, no death saves required.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Description

The Wendigo is tall and gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets the wendigo skulks in the northern forests and mountains of the realm. 

Vile Origin. According to the legends, a wendigo is created whenever a humanoid resorts to cannibalism. This occurs more often in the bitter snows and ice of the north regions. Sometimes stranded for days, any survivors might have felt compelled to cannibalize the dead in order to survive. After manifesting itself, wendigos are cursed to wander the land, eternally seeking to fulfill their voracious appetite for humanoid flesh. 

Luring Prowler. Using it's mimicry, wendigo can emit a child's wail, call for help or sounds of wild game to bait it's prey away from the group or settlement. If possible, wendigo tries to stalk a group to learn voices of it's members before luring them to their doom. Though, in desperation, wendigo can confront a group head-on. In such case it tries to knock out and snatch the most defenseless member of a group and retreat to a safer place to murder and devour it's victim.

Lair and Lair Actions

A Wendigo's lair is a dark cave, abandoned mine, or an old building with a basement. Wendigo will make its lair near populated forests or mountain passes to ensure a steady supply of food. They will store food for longer winters or harsher times if needed, which is normally a horrifying fate for those unfortunate enough to survive the encounter. They hunt the surrounding area and rarely venture far unless their food source isn't sustaining them anymore. In cases where a larger group was affected by the Wendigo's Curse, these lairs may be home to more than one wendigo. Multiple wendigo normally do not work as a pack and will often fight for dominance or food. 

Did you hear that?:  Within 1 mile of the lair, there are no bugs/birds/small animals. It is eerily quiet.

It's hunting us: The closer you get to the lair the more active it will become. In addition, simple traps will be set within 1 mile of the lair: snares, pitfalls, even noise traps made of bone.

That's ominous...: While inside the lair the wendigo has a +5 to stealth checks and makes almost no noise.

Previous Versions

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Monster Tags: humanoidmonstrosity

Habitat: ArcticForest

ZimTheMighty

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