Special Trait Name.
- animal slavery] all creature of the land that are normal will attack and defend the monster with their lives
- night master] any party member that stays the night in the lair radius will be hunted by the creature and will be buffed for the whole night.
- day stalker] the creature leaves a presence that gives the party a feeling of being watched (if perception rolls over 20 they will see the monsters ghost that will aid in their finding of the lair)
- skilled AC] when in combat the creature has advantage on ranged attacks and slash/pierce attacks
Spellcasting.
spell mod +8
save dc +8
spell attack +8
Cantrips (at will):
alarm
ensnaring strike
fog cloud
hail thorns
spell slots:
silence
spike growth
water walk
conjure woodland beings
stoneskin
tree strider
Action Name. Enter the description for your action.
Action Melee Attack.
- claws 3d12+2 can strike twice however at the cost of using only 2d8
- bite 2d10+5 can be used after claw attack with no debuff (any who are bitten will make a con save if below 10 will be poisoned taking 2d6
Action Ranged Attack.
- spines 1d4 if hit by spines con save must be above 15 or will be poisoned each turn till cured (3d6) can only be used 3 times per each encounter
Reaction Name. Enter the description for your action.
when on killed not in the den the monster will reincarnate
upon each turn of a PC at the cost of a action point can do a legendary action
(5 action points)
Legendary Action Name (Costs # Actions).
- fear] the creature will stare at a creature that is in view and they must make a fear saving throw must be above 15 if not the party member can't attack for a min can do re-rolls to break fear (1 point)
- summon 4 wolves to aid in the fight. can only do this once per fight (2 points of normal wolf 5 points if dire)
- turn to smoke and can't be damaged unless magical attacks. (3 points)
- can trap a PC in vines making them unable to move for 5 mins unless freed must make a dex save of 10 (2 points)
- stride) can drop the PC out of the lair radius for a day (5 points and only used once)
Description
A Wendigo is a creature that exist in the most remote places or the most savage terrain druids and rangers avoid these monsters and their lairs for they exist to devour or slay any who venture near their lair within a 1000 ft radius. they are fast, strong, and cunning hunters few people will take the job to slay these monsters as they have a low death rate from their age and how the act, they are hard to miss if they stand before you looking like a woodland man with animal features or have animal parts.
Lair and Lair Actions
Lair Actions
- when within lair radius any time you mention the beasts name it will become quiet and the air will fill with death and a smell of rotting flesh (everyone must make a fear saving throw with disadvantage if their classes are not ranger or druid)
- when entering lair radius the party has to make a stealth roll if they get below 10 they will be attacked by ravens and other woodland creatures. when closer to the den they must make a stealth roll if below 15 they will have drawn the monster and will have to follow a fear check
- any traces of your camp or food or damage to the land within a night inside the radius the land will attack the party will be worse if closer to the den
Regional Effects
- Once the monster is dead the land will feel feel as if a pressure was lifted off it and normal sounds return to the land while also it will gain a feeling of powerful magic energy that will be a power source
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Posted Feb 12, 2019this is my first monster on dnd beyond i didn't understand some of it due to some of it was vague on some of the placements