Agent of Hunger. The Wendigo has an insatiable hunger, caring little for anything else, even eating their own amputated limbs to regenerate. Despite this, Wendigos are picky about their food, only consuming food of large enough size (Large or higher or medium with 16+ Constitution). Every time someone is within the wendigo's lair and makes a long rest, they must make a Constitution 14 Saving Throw or contract Wendigo Psychosis.
Wendigo Psychosis. Wendigo Psychosis is a disease that causes irrational and delusion hunger for human flesh, the symptoms manifest in 1d4 days. You gain one level of exhaustion, and hunger is increased by four times. Along with this you must make a DC 14 Wisdom Saving Throw every evening, on a failed save, your character will immediately attempt to consume the flesh of the nearest humanoid. Once they have consumed a full humanoid, they transform into a Wendoling and are beyond saving. This disease is cured once the Wendigo who inflicted the disease is killed.
(Hint: People can intervene in the feasting, and the affected creature will return to their senses after being knocked unconscious.)
Deer Spirit. Wendigos can speak with animals at will, though they rarely do. They also take tripled fire damage instead of doubled.
Tall Body. The wendigo can walk over an 8 ft ledge without an acrobatics check or lowered movement unless made difficult terrain by a spell or effect.
Growing Body. Every time a wendigo consumes something after achieving wendigohood, it grows that much in size, slowly becoming more and more powerful.
5 creatures: The wendigo has an extra 2 (1d4) maximum hit points.
10 creatures: The wendigo has an extra 4 (2d4) maximum hit points and has 2 (1d4) of the main damage type of it's attacks.
20 creatures: The wendigo has an extra 6 (3d4) maximum hit points and has an extra 4 (2d4) of the main damage type of it's attacks.
30 creatures: The wendigo has an extra 8 (4d4) maximum hit points and has an extra 6 (3d4) of the main damage type of it's attacks, it also gains 10 ft of base walking speed.
50 creatures: The wendigo has an extra 10 (5d4) maximum hit points and has an extra 8 (4d4) of the main damage type of it's attacks, it also gains 15 ft of base walking speed. Tall Body's height is increased by 40 feet.
70 creatures: The wendigo has an extra 12 (6d4) maximum hit points and has an extra 10 (5d4) of the main damage type of it's attacks, it also gains 20 ft of base walking speed. Tall Body's height is increased by 40 feet.
100 creatures: The wendigo loses all previous gains and becomes an Ancient Wendigo.
(Warning: This mechanic will affect the CR of the Wendigo, and is mostly to gauge progress towards becoming an Ancient Wendigo.)
Spellcasting. The Wendigo is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Wendigo has the following Druid spells prepared:
Cantrips (at will): Poison Spray, Druidcraft, Guidance, Thorn Whip
1st level (4 slots): Charm person, Entangle, Fog Cloud, Thunderwave
2nd level (3 slots): Beast Sense, Moonbeam, Pass Without Trace, Spike Growth
3rd level (3 slots): Call Lightning, Conjure Animals, Speak With Plants, Water Walk
4th level (3 slots): Blight, Confusion, Dominate Beast, Grasping Vine, Ice Storm
5th level (1 slot): Contagion, Tree Stride
Multiattack. The Wendigo makes one claw attack and one bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft, 1 target. Hit: 8 (2d6 + 2) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft, 1 target. Hit: 8 (2d6 + 2 piercing damage and 10 (2d6 + 4) necrotic damage, the target takes 5 (1d6 + 2) necrotic damage at the start of their next turn.
Desire Conversion. The Wendigo makes a ranged spell attack against a target of it's choice, on a hit, the target contracts Wendigo Psychosis and it's symptoms are immediate, and they must roll to see if they desire flesh (see Wendigo Psychosis), for the next five minutes, afterwards, the symptoms revert and then progress as usual. This action can only be used once per day.
Stomp. When a creature enters it's space, it can make a melee weapon attack. +9 to hit, range 5 ft, 1 target. Hit 11 (2d6 + 2) bludgeoning damage and the target is knocked prone.
The wendigo can take 3 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.
Cunning Action (Costs 1 Action). The Wendigo can dash, disengage or attempt to hide.
Claw (Costs 1 Action). Melee Weapon Attack: +9 to hit, reach 10 ft, 1 target. Hit: 8 (2d6 + 2) slashing damage.
Bite (Costs 2 Actions). Melee Weapon Attack: +9 to hit, reach 5 ft, 1 target. Hit: 8 (2d6 + 2 piercing damage and 10 (2d6 + 4) necrotic damage, the target takes 5 (1d6 + 2) necrotic damage at the start of their next turn.
Description
"I wandered through the forest, the sound of snow crunching below me, slowly painted with the blood dripping out of the wound I clenched. My vision faltered, restoring gradually to reveal the large behemoth that stood ahead of me. I stopped, and despite the death that I would soon experience, I analysed my killer. It stood high, at least 16 feet, and it was hunched, it's head resembling the skull of a deer. It's arms were large, almost like two giant clubs hanging from it's shoulders. Above it's antlers, a spell manifested, and was shot into my chest, it pushed me, but it didn't seem to damage me. Soon I felt a sudden urge, an urge to devour, I had been cursed with a hunger worse than death, a hunger I couldn't appease."
Wendigos are deer spirits of hunger and greed, they are tall, usually standing over 16 feet high, but are skinny from hunger, despite how much they eat. Every time a wendigo consumes one of it's prey, it gains size slightly lower than the mass of the meal, with little going to their stomach, they are always hungering for more.
Unlike the other Agents of Nature, the wendigo wasn't formed in the Other Plane, but instead formed a contract as they had similar goals. Instead, it is believed to be a vengeful spirit of sorts, one representing human greed and hunger, or gluttony.
Lair and Lair Actions
The wendigo's lair is a snowy tundra, cursed with famine and snowstorms.
Lair Actions
On initiative count 20 (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:
- Famine (Recharge 2d20 days): The area within the influence of the the wendigo is struck by famine, causing reduced food production for 1d4 days.
- Snowstorm (1/day): A snowstorm sweeps the area, all unsheltered creatures with no cold resistance or immunity must make a DC 22 Constitution Saving Throw and takes 1d12 Cold damage and have disadvantage on their next weapon attack or saving throw on a failed save, they take half damage and aren't disadvantaged on a successful save.
- Illusion: Any creatures within the wendigos influence of terrain that are not in combat with it or another wendigo must make a DC 16 Wisdom Saving Throw (Creatures immune to charm automatically succeed) or believe they have seen a wendigo hiding behind a tree or other natural cover and become frightened on a failed save. Upon looking at the area once again, they can make another Saving throw and discern it as a hallucination on a successful save, or repeat the effects on a failed one. The target automatically loses influence after a minute.
Regional Effects
The region containing a legendary wendigo’s lair is corrupted with gluttony, which creates one or more of the following effects:
- Every time someone is within the wendigo's lair and makes a long rest, they must make a Constitution 14 Saving Throw or contract Wendigo Psychosis.
If the wendigo dies, these effects fade over the course of 1d20 days.
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