Special Trait Name. Enter the description for your special trait.
Spellcasting. The Wendigo is a 10-level spellcaster. Its spellcasting ability is [wis] (spell save DC 14, +2 to hit with spell attacks). The Wendigo has following Druid spells prepared:
Cantrips (at will): thorn whip, acid spray, shillelagh, and resistance
1st level (4 slots): entangle, thunder wave, and faire fire
2nd level: 3 slots, locate animals and plants, flame blade
3rd level:3 slots, call lightning and coungure animals
4th Level: 3 slots, blight and grasping vines
5th Level: 2 slots, insect plague
Cast spell: The Wendigo casts a spell
Claws. M: +3 to hit, reach 0 ft., 1 target. Hit: 2(1d6 + 2) slashing damage.
Bow. +5 to hit, range 60/120 ft., 1target. Hit: 4(1d4 + 2) [damage type] damage.
Blod n' guts. The Wendigo gore's its enemy with its claws
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Once a human Druid, a wendigo is born when a Druid becomes evil and starts killing for the thrill of it. When the Druid dies, a dark force(similar to the one that makes death knights) reanimates the bones and puts them through a horrific transformation. the magic of beast form changes the skull to a moose's, turn the feet to hoves, and elongates the fingers into claws. After this, the Wendigo is fully sentient but is possessed by an animalistic thirst for blood. If you could calm it down, you can reason with it, as it is fully sentient.
Lair and Lair Actions
Haunted Woodland
Lair Actions
On initiative count 10 (winning initiative ties), the Wendigo takes a lair action to cause one of the following effects; the wendigo can’t use the same effect two rounds in a row:
- Summons a swarm of ravens
- a cloud hallucinogenic mist surrounds the wendigo, showing anyone who breaths it in their worst fear.
Regional Effects
The region containing a Wendigo's lair is unhallowed, which creates one or more of the following effects:
- Spirit guardians scare humans towards the lair
- undead raised in this area has +2d10 extra health
If the [monster name] dies, these effects fade over the course of #d# days.
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