Large Swarm of Medium humanoids, Typically Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 150 (20d8 + 60)
Speed 30 ft., Walk 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +6
Skills Deception +5, Perception +5, Stealth +7, Survival +5
Damage Vulnerabilities Fire
Damage Resistances All
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision, Passive Perception 12
Languages Abyssal, Celestial, Common, Infernal Common, Abyssal, Celestial, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ambusher- advantage on surprised creatures.

Mimicry- Can mimic any sound heard, target who wants to know if it is mimicry or not, has to beat a DC 15 Wisdom check.

Shadow stealth - In dim light, it can take hide as a bonus action.

Wendigo Psychosis - Any creature hostile to the wendigo within 15 ft. radius must make a DC 15 Wisdom Save, if failed, creature is frightened until the start of its next turn. If the save is successful, the creature is immune to this affect for 24 hours.

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.

Hypercarnivore nature: When the Wendigo smells the scent of human, dwarf, or elf. It stops at nothing to kill the target to feast.

Keen sense: The Wendigo gets advantage on all checks that require the use of scent or sight.

Menacing presence: When a creature first sees the Wendigo, it must make a DC 18 Wisdom saving throw, if failed, the creature is surprised until the start of its next turn.

 

 

Actions

Multi-attack - Two claw attacks and one bite.

Wind Walker - As a standard action the Wendigo becomes an incorporeal being until the start of its next turn. It can take disengage or dash as a part of this ability, and its jump distance is doubled from 60 ft. to 120 ft.

Claw: +6 to hit, reach 8ft, one target, Hit=2d6+4 slashing damage.

Bite: +6 to hit, reach 5ft, one target, Hit=2d8+4 piercing damage. On a hit, the target must succeed a DC 16 Constitution save or take an additional 2d8+9 necrotic damage.

Pounce: The Wendigo can charge at a creature within 20 feet of it and hit with a claw attack on the same turn as an included action. The target must succeed a DC 17 strength save or be knocked prone. If the target is prone, the Wendigo can make a bite attack with the target as a bonus action.

Reactions

Legendary Hunter: When a target enters into the range of a wendigo, the wendigo gets an attack of opportunity, and when a target moves out of range or uses disengage, the wendigo gets an attack of opportunity.

Home Range Advantage: When the Wendigo is in an environment it lives in, it has advantage on all checks.

 

Legendary Actions

Nonstop assault: Even when the Wendigo is on low health, it can use a Legendary action to restore 3d12+9 hit points (Costs 1 action per use). (2 uses, can be restored only after 2 long rests.)

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

The Wendigo is a large gangly looking creature. Usually described as a black colored being with the skull head of a wolf or bear, and the antlers of a deer or elk. The wendigo is a master of disguise and deception, being formally known as nothing but a folk's tale, they are few and far between. The appearance of each Wendigo differs depending on which humanoid species it was when it wasn't a Wendigo.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fiendhumanoidmonstrosityaberration

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

DracariusNormalMan

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