Legendary Resistance (1/day). If the Wendigo fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (At Will). The Wendigo can innately cast Control Weather (spell save DC 12), requiring no material components. Its innate spellcasting ability is CHA.
Keen Sight and Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on sight or smell.
Mimicry. The Wendigo can mimic organic sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.
Ambusher. The Wendigo has advantage on attack rolls against any creature it has surprised.
Curse of the Wendigo. After a creature successfully kills the Wendigo, they must make a CHA save, DC 24. They Cannot have advantage on this save, and do not add their proficiency bonus if they could notherwise. If the creature fails, they become cursed. If not dispelled, his curse will overtake them in 5 (1d10) days, at which point they will become a Wendigo. During this time period, they gain an unsatiable hunger for the flesh of their own race, and feel compelled to acts of evil and violence.
Mask of the Wild. The Wendigo may take the Hide action, so long as it is partially obscured by foliage, or any natural phenomena.
Multiattack. The Wendigo makes two Claw attacks, and one Bite attack.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. If the attack hits, and the target is large or smaller, the wendigo may attempt to swat away of grab the target, if it does, the target must make a [DC 18] STR save, being knocked prone or grappled, DM's choice, on a failed save. Only one creature may be grappled at a time.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and 7 (3d4) necrotic damage.
Consume. Melee Weapon Attack: +10 to hit, reach 5 ft., one grappled target. Hit: 12 (1d12 + 6) piercing damage, and 10 (1d20) necrotic damage. The target's hit point maximum is reduced by the amount of necrotic damage dealt, and the Wendigo regains that many hit points.
Maddening Gaze. The Wendigo locks eyes with one creature within sight. That target must make a [DC 19] CHA save. On a failed save, the target must take the attack action on their next turn, targeting the nearest creature. The effect may be ended at any time by spending a bonus action to avert the gaze, incurring disadvantage on any attack rolls from the creature against the Wendigo until its next 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.
Attack. The Wendigo makes a Claw attack.
Detect. The Wendigo makes a Wisdom (Perception) check to detect a creature sneaking up on it. If it is successful, the Wendigo may spend a second legendary action to make a Claw attack against the creature if it is within range.
Evade. The Wendigo moves up to its movement in any direction, and may immediately take the Hide action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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