Dark Moon's Curse. If the wendigo takes fire damage, it loses all damage immunities and resistances except for bludgeoning, force, and thunder damage.
Dark Moon's Dread. Any creature frightened by the wendigo that attempts to attack it or cast a spell that targets only the wendigo must make a DC 23 Wisdom saving throw. On a failed save, the target may choose another creature within range to become the target of the attack or spell. Otherwise, the creature loses its action.
Dark Moon's Endurance. The wendigo heals 24 hit points at the end of each of its turns as long as it is not in direct sunlight.
Dark Moon's Feeding. A creature hit by the wendigo's claw attack must make a DC 23 Constitution saving throw. On a failed save, the creature reduces its maximum hit point value by the damage dealt. The wendigo then gains hit points equal to the damage dealt. If the wendigo has healed five times this way, it becomes a Perfected Wendigo.
This ability has no effect on constructs.
Dark Moon's Hunger. The wendigo has advantage on melee attack rolls made against creatures that are missing any hit points.
Dark Moon's Rage. If the wendigo moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 44 (8d10) piercing damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw. On a failed saved, the creature is pushed up to 20 feet away and knocked prone.
Dark Moon's Teachings. The wendigo can speak all languages known by creatures within 12 miles of it, and it can perfectly mimic any creature.
Fear of the Light. If the wendigo begins its turn in bright light, it must make a DC 10 Wisdom saving throw or become frightened until it cannot see the source of the light.
Legendary Resistance (3/Day). If the wendigo fails a saving throw, it can choose to succeed instead.
Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.
Multiattack. The wendigo can use Dark Moon's Gaze. It then makes three attacks with its claws.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 38 (5d10 + 10) bludgeoning damage.
Dark Moon's Gaze. The wendigo chooses a creature within range to make a DC 23 Wisdom saving throw. On a failed save, the target is frightened.
Dark Moon's Hate. The wendigo may use its bonus action to choose a creature within 60 feet of it that is at a least a size smaller than it and move up to its movement speed towards the chosen creature. Damage the wendigo deals against the chosen creature ignores resistances and immunities until the end of the wendigos turn.
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.
Detect. The wendigo makes a Wisdom (Perception).
Claw Strike. The wendigo makes two claw attacks against one target.
Grapple (Costs 2 Actions). The wendigo attempts to grapple a creature within 15 feet of it.
Description
Alpha Wendigos are creatures of pure hunger and savagery. Souls cursed by the desire for flesh, they seek only to feed.
Previous Versions
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11/8/2022 7:36:40 AM
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Coming Soon
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