Enhanced Strength. When ever a Wendigo fails an attack roll by 3 or more it can choose to succeed.
Regeneration. Wendigo regain 10 hit points every round. Unless they are hit by fire or radiant damage which slows the regeneration to 3 hit points every round.
Arctic Wind. When the Wendigo drops to less than half of its Hit points it creates a great wind around it increasing its AC by 1 and doing 3d10 Cold damage to all targets within a 20 foot circle.
Multiattack. The Wendigo makes two attacks one with its claws and bite or one attack with its breath weapon.
Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit (5d10+5) Piercing damage.
Bit. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit(8d8+8) Piercing damage.
Wrath of the Druids. (Recharge 4) The Wendigo lets out a blood-curdling scream sending anyone who hears it into mania. Any creature within 900 feet must succeed a DC 19 Wisdom saving throw of become frightened for 1 turn.
Frost Breath. Ranged Weapon Attack: +10 to hit, reach 80ft., multiple targets. DC 17 dexterity saving throw or take (10d7) cold damage.
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Description
One of the few things Arch-Druid of the north Korthisar can claim to his belt of accomplishments is the creation of the Wendigos. Wendigos travel across the frosty north praying on anything unlucky to cross its path. Wendigos sometimes travel in packs of 2-4. They posses great stamina and strength.
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