Large Beast, Chaotic Neutral
Armor Class 15 Natural Armour
Hit Points 375 (30d10 + 7)
Speed 90 ft., Climb 30 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
12 (+1)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +12, DEX +12, WIS +7
Skills Acrobatics +23, Perception +12
Damage Resistances Bludgeoning
Senses Blindsight 60ft, Darkvision 300ft, Passive Perception 30
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Eeery Presence. Every creature which doesn't know of the Wendigo's presence within 120ft of the Wendigo must Succeed on a DC 15 Constitution saving throw or have halfed move speed and cant see more than 10ft in front of them.

Cumulative Strength. When the wendigo succesfullly lands a hit on a creature, that has flesh, it tears some of its flesh off eating it and regaining 15 tempoary hit points.

Fog of War. The Wendigo has a Fog which provides lightly obscured for all creatures in a 30ft radius.

Fragile Existence. The Wendigo uses extreme amounts of energy, every round the Wendigo takes 10 damage.

Detect Humanoid. The Wendigo knows the location of all humanoids within a 1 mile radius

Actions

Mimicry. The Wendigo can make noises or voice appear from anywhere it can see within 120ft which can be deciphered as mimiced on a successful 25 perception check.

Multiattack. The Wendigo can use its Frightful Presence. It then makes three attacks: with its Rend Claw.

Rend Claw. Melee Weapon Attack: +15 to hit, reach 15ft., one target, Hit 16 (2d10+5) When a creature is hit by the Wendigo's Rend Claw attack it must succeed on a DC 15 Constitution saving throw or gain a level of exhaustion.

Frightful Presence. Each creature of the Wendigo's choice that is within 120 feet of the Wendigo and aware of it must succeed on a DC 15 Wisdom saving throw or become frightned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Wendigo's Frightful Presence for the next 2 turns.

Reactions

Shell Shock. If a creature that the Wendigo can see with 60ft moves the Wendigo forces it to succeed a DC 15 intelligence saving throw or lose all of its movement till its next turn.

Legendary Actions

The Wendigo can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Wendigo regains spent legendary actions at the start of its turn.

Rend Claw. Melee Weapon Attack: +15 to hit, reach 15ft., one target, Hit 16 (2d10+5) When a creature is hit by the Wendigo's Rend Claw attack it must succeed on a DC 15 Constitution saving throw or gain a level of exhaustion.

Energize. When a creature is unconscious and has 0 health it can use on of its hands to grab the creature and begin to eat it. After each turn of the Wendigo eats the creature and the creature fails a death saving throw. When the creature is out of death saving throws the Wendigo gains 50 temporay hitpoints and permanently gains a hit die 1d4 height and an additional hit die.

Description

The Wendigo attacks normaly as creatures are making or breaking camp. The Wendigo places a previose victum near the camp and walks to another position. Using its mimicry it depicts the red hearing as being attacked. It does this again on the next night but this time it will attack going for the healthiest looking target. It might climb up into the tree's as the encamped creatures are asleep and wait till morning. Once it strikes it is fast and ruthless and wont backdown untill its victums are dead or it is.

Nothing but the Wendigo can break its bones. The Wendigo leaves no trail where it walks and makes no sound from walking. Wendigo Lies in wait sometime on a tree ready to drop on its prey

Habitat: ForestMountainSwamp

Ninkiponki

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