Large Monstrosity, Neutral Evil
Armor Class 18 Natural armor
Hit Points 230 (14d20 + 84)
Speed 35 ft., Climb 20 ft.
STR
18 (+4)
DEX
26 (+8)
CON
22 (+6)
INT
15 (+2)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws DEX +12, CON +10
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Darkvision 60, Passive Perception 15
Languages Common Understands, but cannot speak, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Haunt. If the wendigo is hidden, it can call on the very air of the forest to curl and deform to its will. Creatures within 40 ft. of the wendigo hear a distant, persistent roar on the wind, and must succeed a DC 15 Wisdom saving throw. A creature that fails this save has disadvantage on all saving throws for the next hour.

Spellcasting. The wendigo is an 11th level spellcaster. Its has a spell save DC 15, and a +8 to hit with spell attacks. The wendigo has following spells prepared:
Cantrips (at will): Gust, Sapping Sting
4th level (3 slots): Blight, Confusion
5th level (2 slots): Cone of Cold
6th level (1 slot): Wall of Ice

Actions

Multiattack. The wendigo can make two attacks with its claws

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) cold damage.

Bonus Actions

Hunger of the Wind. Once per turn, when the wendigo hits a creature with its claws, it can use a bonus action to attempt to cannibalize the creature. The target must succeed a DC 16 Constitution saving throw, or else succumb to the wendigo's curse. A cursed creature takes 5 (2d4) cold damage and 9 (2d8) necrotic damage at the beginning of each of its turns, as long as the creature begins its turn within 30 ft. of the wendigo. After 24 hours, the affected creature takes a level of exhaustion and begins to crave the flesh of living creatures. After three days, the affected creature succumbs to the curse entirely, immediately dying and becoming a wendigo themselves. The curse can only be removed with a Remove Curse or Greater Restoration spell. When a creature is saved from the curse by one of these spells, they must succeed a DC 14 Constitution saving throw, or else take a level of exhaustion.

After the wendigo uses this bonus action, its AC drops to 15 until the start of its next turn. The wendigo also cannot take any reactions until the start of its next turn.

Reactions

Frigid Whisper. When the wendigo is hit by a melee weapon attack from a creature in its range, it can release a mortifying whisper in response. All creatures within 15 ft. of the wendigo must succeed a DC 15 Wisdom saving throw, or else be frightened of the wendigo until the start of its next turn.

Description

Standing at around 10 feet tall, the Wendigo appears humanoid in shape, though warped and mangled beyond normal recognition. Its legs bend backwards in a cervine manner. Its skin is practically nonexistent, with only stretched, decayed patches of fur covering its steaming, writhing, exposed flesh and muscle. The creature's head is akin to a deer skull, complete with a rack of antlers. Its eyes are completely black.

The origin of the first Wendigo is a mystery, lost to ancient history. Found in the dark corners of cold forests and mountain passes, Wendigos are said to be cursed creatures, created by other Wendigos that feed on the flesh of lost travelers. Driven only by their desire for flesh, Wendigos are seen not as forest wardens, but horrifically mutilated lost souls. It is said that a bite from a Wendigo will inspire a desire for flesh in the afflicted: the first sign of the curse that will eventually claim them as another Wendigo.

Monster Tags: monstrosity

Habitat: ForestMountain

TheDobermanCop

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