Large Fey, Neutral Evil
Armor Class 17 Natural Armour
Hit Points 158 (15d10 + 75)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +7, CON +9
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 120 ft., Passive Perception 12
Languages Sylvan but does not speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Swelling Hunger. Necrotic damage dealt by the wynngodo through its bite attack is cumulative; whenever it tallies up points of damage this way equal to half of its hit point maximum, it immediately enlarges one size to huge, and its hit point maximum increases. While huge, the wynngodo instead regains hit points equal to half of all necrotic damage it deals through its bite; excess points of accumulated necrotic damage used to increase the wynngodo’s size carry over to restoring its hit points. It also adds an additional damage die on strength-based attacks (included in the actions), as well as increasing its strength score to 20 (+5 modifier), a +1 increase to its armour class, and a 10 foot increase to its speed. These changes last until the wynngodo has taken a long rest, at which point it returns to its large size, and its original hit point maximum resets. A huge wynngodo should be treated as having a CR of 10 (5,900 XP).

Actions

Possession. The wynngodo targets one humanoid creature within 30 feet of itself, excluding undead or constructs. The target must make a DC 15 Charisma saving throw or become possessed by the wynngodo for 1 minute. While possessed, the target flies into a murderous rage, and will use all of its movement and actions to attack the creature nearest to itself (ignoring the wynngodo), moving to a new creature once it has killed the first one. If no creature is present, it will actively seek one out. A possessed target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Possession also ends immediately if the possessed creature is killed or made unconscious. If a creature's saving throw is successful or the effect is ended on it, they are immune to the wynngodo's Possession for the next 24 hours. The wynngodo can only possess 1 target at a time, and can choose to end a Possession as a bonus action. Possession ends automatically if the wynngodo dies.

Multiattack. The wynngodo makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) necrotic damage while Large, or 13 (3d6 + 5) piercing damage plus 7 (2d6) necrotic damage while Huge.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,1 target. Hit: 12 (2d8 + 3) slashing damage while Large, or 16 (3d8 + 5) slashing damage while Huge.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage while Large or 16 (3d8 + 5) piercing damage while Huge, and if the wynngodo moved at least 10 feet straight toward the target immediately before hitting it with this attack, the target must make a DC 14 (if wynngodo is large) or DC 16 (if wynngodo is huge) Strength saving throw or be knocked prone.

Description

A wynngodo (pluralized as wynngodoag) is a foul creatures native to the feywild, but found throughout any number of terrains, usually on the far outskirts of settlements. Their gaunt frames of taut muscle and bone move steadily through forests, across plains, and over bogs, always searching for their next meal, their malicious influence causing those in their wake to be driven mad with inexplicable and horrific fits of murderous rage, and often cannibalism. On occasion, wynngodoag have been known to empower those who make sacrifices to them; legend holds that they are the original creators of the skinwalker hags.

Their skin ranges from a light, ashy grey to an almost obsidian black, each wynngodo unique in its appearance as an emaciated-looking human-animal hybrid, often with cloven hooves and horns. The often look sickly-thin, their bones pushing out against their raw, damaged flesh, but their thick hides conceal wiry muscles, giving them a surprising strength and the distinctive sound of creaking joints like branches in the wind when they move. In addition to their long, wicked-looking clawed fingers, a wynngodo has a strong set of sharp teeth for consuming its prey and absorbing their life force into itself. As it eats this way, it grows in size and strength, its body outgrowing whatever it just ate so that it always remains hungry. A wynngodo's only concerns are consumption and corruption, not caring for treasure or comfort of any kind, only its unending desire to feed.

Lair and Lair Actions

 

 

Monster Tags: Shapechangerfey

Habitat: CoastalForestGrasslandHillMountainSwamp

Behm

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