Innate Spellcasting. Wendigo's innate spellcasting ability is Wisdom (spell save DC 15). He can innately cast the following spells, requiring no material components:
At will: alter self, hex, fog cloud
3/day each: invisibility, plant growth, dominate beast, misty step
1/day each: polymorph, scrying
Magic Resistance. Wendigo has advantage on saving throws against spells and abilities of a magical nature..
Equipment. Wendigo wears a shield generator, a phaseblade +1, and a plasma rifle +1.
Cursed Existence. The Wendigo does not require concentration on Hex and Fog Cloud but can only have one of each spell active at any time.
Dark Shapechanger. When the Wendigo cast Alter Self it can change into any creature it has consumed in it's past. Using the spell in this way allows the Wendigo to change into things that are of a different size and shape.
Regeneration: If the Wendigo is not hit by a silvered weapon before the start of it's next turn it regains 12(2d8+3) hitpoints. If another effect prevents it from regaining hitpoints it instead gains 7(1d8+3) temporary hitpoints. The Wendigo only dies if it starts it turn with 0 hit points and doesn't regenerate.
Legendary Resistance (1/3 players). If the Wendigo fails a saving throw, it can choose to succeed instead.
Phaseblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (1d10 +2d6+4) force damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d4 +2d6+3) slashing damage.
Plasma rifle. Range Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: 18 (2d8+2d6+4) fire damage.
5/day: Shield Generator: Self, Take half damage from firearms and artificer spells. This Damage is calculated after Resistances and Damage Reduction. Also Gain 5 temporary Hit-points. This effect last for 10 minutes, or until the item providing the effect is damaged or destroyed.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12(1d4 +2d6+3) slashing damage.
At will: Wild Shape: The Wendigo can magically assume the shape of the following beast as if they were a druid. cat, deer, wolf, eagle, spider, and owl.
Feral Flight: If the Wendigo is hit with a ranged attack it can double it's movement speed until the end of it's next turn.
Feral Might: If the Wendigo is hit with a melee attack it can enlarge itself to the large size, doubling it's weight and height, and it gains advantage on strength skill checks and saving throws until the end of it's next turn
The Wendigo, Chaos Mutant takes 1 legendary action at the end of every 3 turns, choosing from the options below. Only one legendary action option can be used at a time. The Wendigo can take these actions while polymorphed or wildshaped.
Elusive Shape: The Wendigo May cast fog cloud or alter self.
Memory Mimicry. A creature within sense of the Wendigo, Chaos Mutant must make a DC 15 INT Saving throw. On a failure the creature is stunned until the end of Wendigo, Chaos Mutant's next turn. As the wendigo feeds on the victims psionic energy and mimic's a voice that traumatizes the victim. On a success, the victim shakes off the psychic attack and has advantage on saving throws against Memory Mimicry for 24 hours.
Spread Curse. The wendigo may cast or move an existing hex to a new target.
Strengthen Curse. A creature effected by the Wendigo's Hex spell must make a DC 15 CHR Saving Throw. On a Failure, the creature is effected by the bestow curse spell. If the creature is already cursed, the existing curse is replaced by The Curse of the Chaos.
Description
Once an intelligence officer of the human star state, the Wendigo, Chaos Everchosen has been blessed by all the major gods of the Chaos planes. With a version of ancient earth's evil druidic power users. They have feasted on their former comrades and now seek only service to their dark master's and relish in all their perversions. Finding the flesh of intelligent creatures the most delicious, and receiving pleasure in spreading their dark master's blessing on the unwilling.
The Wendigo can assume the form and speak in the voice of anyone and anything it has consumed and stalks it's prey preferring gorilla tactics over a straight fight. It will typically only fight for around 10 seconds (2 turns) before fleeing and stalking until it's prey shows a moment of vulnerability.
The Curse of the Chaos Wendigo,
This curse is permanent and requires a great power to remove completely.
At the end of each long rest and each time you awaken from sleep you roll 1d4.
1.) Tzeectch, you return to your true self but feel the change bringer observing your thoughts, memories, and all senses. Your passive insight is doubled but you are not able to speak or act on what you learn from your passive insights. If you do act on such insights you gain 1d6 levels of sanity.
2.) Korne, you take on the form of an incredibly built and sexy man, your weight doubles, and your height changes to 9ft tall. If your strength is lower than 18 it becomes 18. When you kill an enemy you must spend your action the next turn feasting on their flesh or collecting their skull.
3.) Slanesh, you take on the form of a woman with supernaturally proportioned hips and breasts. All creatures who see you must make a charisma 12 dc saving throw. If they fail they are charmed by you until they lose sight of you. On a success, they are immune to this charm effect for 24 hours. You no longer feel pain and only pleasure, taking an additional 1d4 of psychic damage any time you take damage.
4.) Nurgle, you liquefy into an ooze form, with an outer layer of seeping blisters and smell of aged fertilizer. You produce pseudopods to act as your limbs and can do anything your normal form can. You are immune to disease, poison, and exhaustion. You gain disadvantage on all charisma ability checks.
Remove curse will suppress the effects of this curse for 3d4 days with an additional 1d4 for each spell slot above 3 used to cast the spell. In addition, the base effects of bestow curse are permanently removed.
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