Large Fey, Typically Chaotic Evil
Armor Class 16 Natural
Hit Points 118 (16d10 + 32)
Speed 120 ft.
STR
20 (+5)
DEX
18 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
20 (+5)
Skills Perception +5, Stealth +7, Survival +5
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Primordial, Sylvan Common, Primordial, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Cold Stalker. The wendigo has advantage on all Dexterity checks (including attempts to use the Hide action) so long as it is in naturally cold weather.

Innate Spellcasting. The wendigo’s innate spellcasting ability is Charisma (spell save DC 16). The wendigo can innately cast the following spells, requiring no components:

At will: minor illusion, thaumaturgy                                                                                        3/day each: faerie fire, ice knife XGtE, invisibility                                                                  1/day: ice storm

Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects. Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn’t function at the start of the wendigo’s next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn’t function at the start of the wendigo’s next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn’t regenerate.

 

Actions

Multiattack. The wendigo makes two bite attacks each round.                                       

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. On a hit, the target must succeed on a DC 16 Constitution saving throw (undead and constructs automatically succeed), or it takes 26 (7d6 + 2) necrotic damage. 

Maddening Whispers. The wendigo targets a creature within 120 feet of it that the wendigo can see. The target experiences a stream of psychic assaults and must succeed on a DC 16 Charisma saving throw or suffer a level of exhaustion from mental fatigue. If the creature fails the saving throw, they are unaware of the source of their mental fatigue, only that they find the struggle through the local weather immeasurably difficult. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wendigo’s Maddening Whispers for the next 24 hours.

Description

This monster has been copied from the Feywild Companion and is being used in a campaign of Void_Darkstar. (Thank you, Wizards)

An emaciated man-beast of the frozen reaches, the wendigo is a haggard shuffling of bone and sinew seeking to fill its insatiable appetite for flesh. The wendigo lures its prey with maddening whispers and confusing magic. Their lairs are shrines to their greed, filled with gold and silver from long dead victims. A wendigo can never fulfill this hunger. It only grows in muscle and bone with every meal, grave-gray skin stretching taught over its elongated, skeletal form.

Remnants of the Past. A wendigo was once an ordinary humanoid that through some misfortune became a ravenous spirit. Sometimes the appearance of a wendigo holds clues to its former life. Silent Stalker. Wendigos prefer to stalk their prey using Maddening Whispers to confuse and disorient their victims before they attack.

Silent Stalker. Wendigos prefer to stalk their prey using Maddening Whispers to confuse and disorient their victims before they attack.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/16/2021 5:36:38 AM
5
0
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Coming Soon
12/17/2021 7:51:55 AM
2
0
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Coming Soon

Habitat: ArcticMountain

Void_Darkstar

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