Rotting Flesh. Any creature that starts its turn within 10 feet of the Wendigo must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Wendigo's Stench for 24 hours.
Mimicry. The Wendigo can mimic sounds it has heard and imitate voices with frightening accuracy, and any creature that hears the sounds the Wendigo makes can tell they are imitations with a successful Wisdom (Insight) check opposed by the Wendigo's Charisma (Deception) check.
Beacon of Dread. The Wendigo and any undead within 30 feet of it have advantage on saving throws against effects that turn undead, and the undead become resistant to all of the same resistances and damage and condition immunities as the Wendigo.
Heart of Ice. Any creature that starts its turn within 30 feet of the Wendigo must succeed on a DC 15 Constitution saving throw or take one level of exhaustion. Creatures with resistance to cold damage have advantage on the save, and creatures that are immune to exhaustion or cold automatically pass. A creature that dies from this becomes paralyzed in the position they died in as they are frozen solid.
Stalkers of the Forest. The Wendigo is not effected by rough terrain if they are within the range of their lair. The Wendigo also has advantage on all Survival, Stealth, Perception, and Intimidation checks while in the forest.
Detect Life. The Wendigo can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. The Wendigo knows the general direction they’re in but not their exact locations.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 8) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 8) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow. The Wendigo makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Wendigo, and it takes 7 (2d6) acid damage at the start of each of the Wendigo's turn
If the Wendigo takes 40 or more damage from a swallowed creature in a turn, it will make a DC 16 CON save, and on a fail it will regurgitate all swallowed creatures, who exit the Wendigo prone.
Life Denial. If the Wendigo sees a creature within it's melee range either receive the benefits of a healing spell or cast a healing spell, it can make a Claw or Bite attack against the caster or the receiver of the healing spell. If multiple suitable targets are in it's range, it can chose which one it wants to attack.
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 its turn.
Bite. The Wendigo makes a bite attack.
Claw. The Wendigo makes a claw attack.
Hide. The Wendigo can try and blend in with it's surroundings, making a Stealth Check to see if it can become undetected by any beings it was previously being perceived by.
Move. The Wendigo can move it's full movement.
Frigid Glare. (2 Legendary Actions) The Wendigo releases the cold energy in it's heart through it's gaze. This has no effect on constructs and undead. The Creature it's targeting must make a CON 17 Saving Throw. On a fail, they take 6d6 Cold Damage and are now frightened of the Wendigo indefinitely. They can remake the save at the end of their next turn, and the effect will end upon a save. However, if a creature who is already frightened of the Wendigo is attacked with it's frigid glare, instead of taking cold damage on it's turn they drop to 0 hit points.
Description
The Curse of the Cannibal. The Wendigo is a product of a curse cast upon the forest. Whenever a humanoid eats another humanoid inside the forest, they will become a Wendigo over the course of 10 days.
The first two or three days will be defined by high fever, the inability to sleep, and an intense urge to steal or bite their own body or the bodies of other people.
The next 48 hours is when the start of the transformation occurs: cursed individuals will notice their fever disappear, as they will instead become painfully cold. They will also notice massive weight loss and skin lesions across the body. They will have an unending appetite that they will desperately want to fill, regardless of how much they ate previously.
The final 5 days consist of the body slowly and extremely painfully stretching and contorting as the creature increases in size dramatically. Most organs by this point have died, and blood has stopped flowing through the body. Boney protrusions around the arms, legs, and head area are common. Despite their unhealthy appearance, the being will rapidly become incredibly strong, fast, and dexterous.
By the 10th day, the individual has completely transformed into a Wendigo. They will continue growing and getting stronger the more people they eat and the longer they live, with no defined stopping point.
Lair and Lair Actions
A Wendigo's Lair.
Wendigo typically set up their lairs in freezing forests or mountains to aid them in their hunts. Although they keep much of their intelligence they had in life, they rarely build or modify a home for themselves. Typical Wendigo lairs include but are not limited to; abandoned mineshafts, large cave systems, abandoned forts, abandoned mills, and other large fortifications that they can roam and hide in that would typically be in forests or mountains.
Wendigo lairs are usually filled with the frozen solid corpses of it's previous victims that it saves for when it needs food. It's not uncommon to see lesser undead wandering through the lair, as the stench of that much rotten flesh can attract nearby [Tooltip Not Found] and [monster]zombie[\monster].
Lair Actions.
On initiative count 20, losing ties, the Wendigo can chose to make the following things happen if it is in it's lair. It cannot use the same action twice in a row.
- Cause heavy, frigid fog to fill the entire space and ten feet up, reducing all but it's own vision by half, and imposing disadvantage on all perception checks involving site. The fog naturally lifts after 3 rounds, or it can be dispelled by the Wendigo as a bonus action on it's turn.
- Ice covers the lair in a 60-foot radius around the Wendigo. Each creature other than the Wendigo on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone upon activation. After that, the ground in that area is considered rough terrain for all but undead creatures.
- The Wendigo can temporarily will one of the frozen corpses to reanimate for the round, acting as a zombie fully under it's own control. At the end of the zombie's turn, it re-freezes into the position it last was in.
Regional Effects.
The region surrounding a Wendigo's Lair is warped hideously by it's dark magic, causing any of the following effects.
- Regardless of the surrounding area's weather, it is constantly blizzarding within 5 miles of the lair.
- Undead and frozen statues can be found within 3 miles of the lair.
- Within 1 mile of the lair, all animals are absent out of natural fear of the evil presence of the Wendigo.
- Random blizzards and hailstorms can appear out of the blue within 10 miles of the lair.
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