Large Monstrosity (Any Race), Any Evil Alignment
Armor Class 16 Natural Armor
Hit Points 105 (15d10 + 50)
Speed 60 ft., Climb 35 ft.
STR
17 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +7, DEX +8, CON +8
Skills Deception +6, Perception +6, Stealth +8, Survival +7
Damage Vulnerabilities Fire
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 20ft, Darkvision 160 ft, Passive Perception 17
Languages Common Common and one other language of your Choice
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.
Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.
Pounce. If the wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 STR saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.

Freedom of Movement: The Wendigo considers rough terrain as normal and it takes it normal movement because of this. 

Humanoid disguise: A wendigo can keep their old features until they are on the hunt or in the process of eating human flesh. 

Actions

Multiattack. The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Poison Breath once.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. On a hit, the target must succeed on a DC 13 CON saving throw or take an additional 9 (2d8) necrotic damage.

Icy ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.

Poison Breath (Reloads on 5 or 6)Ranged Spell Attack: +7 to hit, range 60 ft., area of effect 30ft cone. Hit: 28 (8d6) poison damage, and the target must succeed on a DC 16 CON saving throw to take half damage otherwise it is full damage.

Reactions

Attack: May make a Bite or Claw attack as a reaction if a foe moves out of its range of 10ft reach.

Legendary Actions

The Wendigo can take up to 3 legendary actions, choosing from the list below. It can only take one Legendary action at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn  

Tactical Retreat: The monster moves up to 30ft without provoking opportunity attacks on it 

Frenzied Attack (2):The monster makes one claw or bite attack against against each hostile creature within range.

Regeneration (3): As long as the creature does not take fire damage it can regenerate 18 (3D12) hit points. The Wendigo needs to have at least 1 HP left to do this.

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

Wendigo are mysterious and nasty creatures in that they are created by their own greed and the heinous act of cannibalism when they were human. Any humanoid can become a wendigo either from eating humanoid flesh or from being cursed by their victims in life.  Legends speak of entire settlements devoured by a single wendigo. All that remains of these settlements are eerily silent buildings and a few scattered bones, all material wealth untouched.

Wendigo look like long emancipated werewolves with horns on their heads. If a prospective victim is lucky to live than they say that the Wendigo ribs could be seen no matter how much they ate. 

Lair and Lair Actions

Wendigo's like to have cold cave like areas for their lair as it helps keep the bodies good for later and slows their victims down. These caves can be built anywhere but are mostly in snowy mountains or deep underground. If the Wendigo is playing human they might have their lair in their homes basement and make it like a ice cave.  

Lair Actions

On initiative count 10 (losing 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:

  • An icy wind sweeps across the cavern freezing everything but the Wendigo in its path. Creatures in the space need to make a DC 10 CON save for half damage if they fail take the full 32 (4D8) cold damage. Creatures also must make a STR DC 10 saving throw or have their speed reduced to 0 until their next turn. After the use of this lair action the floor is considered difficult terrain until a fire spell is used to melt the ice on the floor. 
  • If a hostile creature is 5ft from the walls of the lair they need to make a DC 15 DEX save or take 6 (2D6) piercing damaged from spikes that jut out of the wall . If they are hit with the spike they must also make a 10 CON save or take 24 (4D6) poison dmg on a fail and half as much on a save.

If the Wendigo dies, these effects fade over the course of 1 day.

Monster Tags: monstrosity

Habitat: ArcticMountainUnderdarkUrban

KitKaji

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