Aura of Starvation. A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wendigo’s Aura of Starvation for the next 24 hours.
Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.
Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Mask of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Magic Weapons. The wendigo's weapon attacks are magical.
Dark Feast. The wendigo can consume enough of a dead or unconscious, medium or larger humanoid or beast in 18 seconds (3 rounds) to fully heal itself.
Terror Shift. When in dim light or darkness, the wendigo can teleport up to 30 ft to another area of dim light or darkness. The wendigo can do this while in view of another creature, but prefers to duck behind something, such as a tree or boulder, and reappear from another similar obstacle behind its prey.
Unending Hunger. Upon death, the wendigo shatters into ice pieces, with only its shrivelled, black, still-beating heart remaining in the piles of ice shards. The heart must be burned, or the wendigo will regenerate from the pile of ice in 24 hours, and the heart fades away from wherever it is.
Multiattack. The wendigo makes three attacks: one with its consuming bite and two with its claws. Alternatively it can make two frozen spittle attacks.
Consuming Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) piercing damage. If the target is a beast or humanoid, it must succeed on a DC 16 Strength saving throw or take an additional 26 (4d12) necrotic damage as the wendigo tears away flesh to consume, healing it equal to the necrotic damage dealt. On a successful save the creature takes half as much necrotic damage and the wendigo does not heal.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5) slashing damage, and 14 (4d6) cold damage.
Frozen Spittle. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 14 (4d6) cold damage, and the target is restrained (escape DC 16) if it is a Large or smaller creature.
Stunning Screech (1/Day). The frostbitten wendigo emits a horrific screech. Each creature within 30 feet of it that can hear it and that isn't undead must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The wendigo can take 2 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. (costs 2 Legendary Actions) The wendigo makes one consuming bite attack.
Claw. The wendigo makes one claw attack.
Frozen Spittle. The wendigo makes one frozen spittle attack.
Move. The wendigo moves up to its speed without provoking opportunity attacks. For a cost of 2 Legendary Actions it can use this movement to terror shift.
Description
The creature looks like a massive, white, emaciated humanoid covered in shaggy gray hair. Its head looks like that of a wolf with a majority of the facial flesh peeled off, revealing a bony skull with large pointed teeth. Large, twisted palmate antlers grow out of the monster's head. Its fingers extend into five long claws. Its eyes glow in the light like that of a deer. When it wants to move fast it runs on all fours.
Born of Greed and Starvation. The wendigo’s origins are mysterious. Some claim they are beings summoned forth from the corpses of humans who have died of starvation. Others say they come from those who have died because of cannibalism or their own greed.
This wendigo was created by Ravisin the frost druid from the remains of a shipwrecked sailor named Merric Dayshift who survived by feeding on his deceased shipmates. It has enhanced abilities because divine power was deliberately infused into the ceremony (in my Rime of the Frostmaiden campaign it was Asmodeus who has turned Ravisin to his side, but it could be Auril).
DM's Note: - I created this wendigo using bits of other versions because my party of six characters is already level 6 and 7 by the time they made it to Lonelywood and I needed something more challenging. They already defeated the CR11 Chardalyn Dragon without losing any party members. This is the "white moose" of Lonelywood. But, as the party will find out from the dying breath of a hunter "that was no moose.."
Lair and Lair Actions
The Wendigo of Lonelywood's lair is the elven tomb where the wendigo was created by Ravisin the Frost Druid. Lair actions are only available here and not elsewhere in Lonelywood.
Lair Actions. On initiative count 20 (losing initiative ties) the wendigo takes a lair action to cause one of the following effects: While the wendigo is not present in its lair, these effects can occur randomly.
- An area of supernaturally cold slippery ice forms in up to two connected 5ft. squares on the ground. This area is considered difficult terrain, and any creature that moves over it must make a DC 10 acrobatics check or fall prone, taking 7 (2d6) cold damage from the unnaturally cold ice. The ice is practically invisible compared to the snow and requires a DC 15 perception check to locate (don't forget disadvantage in dim light). The lair can only have three of these active at one time, if more are created, the oldest area of black ice shatters and disintegrates.
- Icicles dislodge from a roof or tree, forcing all creatures within a 5ft square to make a DC 12 dexterity saving throw or take 4 (1d6) piercing damage plus 7 (2d6) cold damage from the unnaturally cold ice.
- 1d4 spikes of ice suddenly shoot from the ground anywhere in the lair. Each spike fills a 5 foot square area. Creatures in the area where an ice spike appears must make a DC 14 Dexterity saving throw, taking 2d4 cold damage and being restrained on a failed save, or half as much damage on a successful one. Restrained creatures can be freed with an action. The spikes remain as obstacles until they take damage (AC 5, HP 1, immune to all damage except fire and force) or until the Wendigo of Lonelywood dies, but the wendigo can move freely through them.
Previous Versions
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1/30/2022 12:49:28 PM
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35
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2
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1.1
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Coming Soon
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