Large Fiend, Any Evil Alignment
Armor Class 14 Natural Armor
Hit Points 80 (8d10)
Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +7, DEX +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages Abyssal, Common common, abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hungering Curse. A creature that is bit by the Wendigo may be afflicted by the hungering curse.  Those afflicted by the curse are afflicted with an intense desire to consume humanoid flesh, whenever the creature ends its turn within 5 feet of a humanoid it must make a wisdom saving throw (DC10) or attempt to consume their flesh.  The DC of this saving throw rises by 1 each day until the curse is removed.  A remove curse can rid the afflicted of the curse.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 2) piercing damage. If the target is a living humanoid, it must succeed on a DC 12 Constitution saving throw or be afflicted with the Hungering Curse.

 

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d6) slashing damage.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

When in the lair of the Wendigo one must be wary, the aura produced by this ancient creature is powerful and terrifying.

Aura of Fear:  Any creature that starts it's turn within 5ft of the Wendigo must succeed on a DC 12 WIS saving throw or be frightened until the end of their next turn.  A successful throw makes the creature immune to this effect for 24 hrs.

Habitat: Swamp

Jcoviello88

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