Large Monstrosity, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 148 (10d10 + 60)
Speed 30 ft.
STR
20 (+5)
DEX
19 (+4)
CON
19 (+4)
INT
11 (+0)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws DEX +8, CON +8, WIS +7
Skills Medicine +12, Nature +12, Stealth +13, Survival +12
Damage Resistances Necrotic, Poison, Psychic, Bludgeoning from non magical attacks
Senses Truesight 60ft, Passive Perception 17
Languages Common (Understands), Elvish (Understands), Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Keen Hearing and Sight. The wendigo has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. The wendigo can mimic sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Rampage. When the wendigo reduces a creature to 0 hit points with a melee attack on its turn, the wendigo can take a bonus action to move up to half its speed and make a Claw attack.

Psychic Projection. The wendigo can magically communicate simple ideas, emotions, and images telepathically with any creature within the area it's bound to.

Actions

Multiattack. The wendigo makes three attacks two with it's claws and one with it's bite

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6+5) Slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6+5) piercing damage plus (1d6) psychic damage.

Psychic Drain (Recharge 5-6). The wendigo targets a creature it can see within 50 feet of itself. The target must make DC 16 Intelligence saving throw, taking (4D10) Psychic damage on a failed save, or half as much damage on a successful one. The wendigo regains hitpoints equal to the damage done

Enchanting Gaze (Recharge 5-6). The wendigo fixes its gaze on one creature it can see within 60 feet of it. The target can use it's reaction to make a DC 16 dexterity saving throw to avert it's eyes. If the target fails to do this it must succeed on a DC 17 Wisdom saving throw or become Charmed by the wendigo until a another creature uses their action to free the target. When the target is freed from the Wendigo's control it takes (2d10) Psychic damage.

Read Thoughts. The wendigo magically reads the surface thoughts of one creature within the area it's bound to. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the wendigo can continue reading its thoughts, as long as the wendigo's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the wendigo has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

 

Description

Standing at above eight feet in height. The Wendigo is nightmarish creature  with the body of a human and a skull of a horned beast in place of a head. Despite it's  horrific appearance those near feel oddly soothed by it's enchanting glow as the wendigo takes over their minds to control them like puppets in it's sick game. Wendigos are created often unintentionally by people being starved to near death to the point it drives them to insanity. To become a wendigo one must do a series of events as part of an 8 hour long ritual. The only things required for the ritual is that the person committing the it must eat the flesh and bones of someone they are close to while wearing the pelt and skull of a horned beast after an act of insanity such as staring at the moon for an entire night or forming elaborate art out of the bones of animals. Once transformed the wendigo gains psychic dominion over the area where it transformed however it is bound to this area and can never leave even in death. it's soul is forced to wander the same wilds were it went mad.

Lair and Lair Actions

Wendigos are bound to the forest where their were created and have psychic and spiritual link over it.

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:

  • Thorny vines and bramble suddenly grow and attempt to grab up to 3 hostile creatures. The targets  must make a DC 15 dexterity saving through or take (3d8) piercing damage and be restrained. A restrained creature can make a DC 17 Strength check to attempt to break free. At the end of a restrained creature's turn they take (1d8) piercing damage.
  • Illusory fog rolls through causing everything within a 60 foot sphere to be heavily obscured for 30 seconds.
  • A hostile creature the wendigo can see begins to witness visons of traumatic events from it's past. The creature must make a  DC 17 wisdom saving through or be frightened for 1 minute. A frightened creature can repeat the saving through at the end of each of it's turns or can be snapped out of it by another creature dealing damage to it.

Regional Effects

The region containing a wendigo’s lair is connected to the wendigo's psychic power, which creates one or more of the following effects:

  • A thin sweet smelling haze rolls through the area.
  • Luminescent mushrooms line the forest floor.
  • Creatures can hear distant sounds such as whistles, chirps and happy music
  • Creatures begin to feel as if they are being watched and see objects and people from their past in their peripheral vision.

If the wendigo dies, these effects fade over the course of 2d8 days.

Habitat: ForestSwamp

Dat_One_Bard

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