Medium Undead, Chaotic Evil
Armor Class 13
Hit Points 63 (14d8)
Speed 0 ft., Fly 40 ft.
STR
1 (-5)
DEX
16 (+3)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws WIS +3, CHA +6
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Detect Life. The Wendigo can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. The Wendigo can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Aura of Cold. Any creature that starts its turn within 10 feet of the Wendigo takes 7 [rollable](2d6) cold damage;
{"diceNotation":"2d6","rollType":"damage","rollAction":"Aura of Cold

Cold Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) cold damage.

Horrifying Visage. Each non-undead creature within 60 feet of the Wendigo that can see her must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Wendigo is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Wendigo's Horrifying Visage for the next 24 hours.

Freezing Wail (1/Day). The Wendigo releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 14 Constitution saving throw.  On a success, a creature takes 10 (3d6) psychic damage.
On a failure, the creature begins turning into statue of ice and is restrained. The creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure, or ending the effect on a success A creature petrified by the wendigo's freezing wail is turned to ice. While petrified, the creature doesn't have resistance to all damage, but instead has vulnerability to fire damage. The Petricifaction lasts until the Wendigo is destroyed or the creature is freed by the greater restoration spell or other magic. 

Legendary Actions
  1.  3 legendary resistances (they can auto-succeed a saving throw), that they can share

Description

The woeful Wendigo is a spiteful creature formed from a hateful spirit. It grows stronger from hatred, and feeds on emotion. Its form is incorporeal. 

Lair and Lair Actions

Lair Actions On initiative count 20 (losing initiative ties), the wendigos takes a lair action to cause one of the following effects; the wendigos can’t use the same effect two rounds in a row:

Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the wendigos uses this lair action again or until the wendigos dies.

Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the wendigos can see within 120 feet of them. The wendigos makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) slashing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the wendigos uses this lair action again or when the wendigos dies.

YunieTheCutie

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