Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Detect Life. The wendigo can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Multiattack. The wendigo makes two attacks: two with its claws and with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wendigo lycanthropy.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Horrifying Visage. Each non-undead creature within 60 feet of the wendigo that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the wendigo’s Horrifying Visage for the next 48 hours.
Description
A wendigo is a savage predator that appears as a terrifying hybrid form—a furred and scrawny humanoid body topped by a deer skull and hind legs of a deer. This creature also has an exposed bloody rib cage.
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