Beyond Death. The Wendigo is immune to all types of necrotic damage.
Fingers Of Rot. Whenever the Wendigo uses its claw attack, it can choose to take 1d4 piercing damage in exchange of the target taking 1d6 necrotic damage.
Eternal Hunger. If the Wendigo does not eat meat or consume blood for an hour, it will take 1d6 bleeding damage every turn.The number of hours is increased to 2 if it consumed the flesh/blood of a humanoid.Its obsession with consuming also makes it immune to being charmed and frightened.
Spellcasting. The Wendigo is a spellcaster. Its spellcasting ability is Wisdom (spell save DC 13 +4 to hit with spell attacks). The Wendigo has the following Druid spells prepared:
Cantrips : Frostbite,Mold earth,Poison Spray
1st level (3 slots): Speak with animals(includes the undead animals summoned by it),Ice Knife,Jump.
2nd level(2 slots):Dust Devil,Spike Growth.
3rd level(2 slots):Call Lightning,Plant Growth
4th level(1 slot):Blight
Bite. Melee weapon attack +8 to hit, reach 5 ft., one target. Hit: 5d6+3 piercing damage.
Claw. Melee weapon attack +10 to hit, reach 10 ft., one target. Hit: 4d6+4 piercing damage.
Horn Strike. Melee weapon attack +7 to hit, reach 10 ft., two targets if the distance between them is at most 5 ft. , otherwise one target. Hit: 3d6+3 bludgeoning damage.
Bone Throw. Ranged weapon attack +7 to hit, range 60ft., one target. Hit: 1d12+2 damage.
Life Draw. The Wendigo may choose a target up to 30 feet away from it that must make a constitution saving throw. If it fails the target will take 2d10 damage and the Wendigo will regain health points equal to half of the total damage its target took. If the target succeeds the saving throw, the Wendigo will take 1d10 damage and will have disadvantage for 3 turns against its target.The DC for the saving throws is 14.
Putrid Smell. The Wendigo may regurgitate its last meal, taking 2d6 damage. Every entity in an area of 50 feet around the Wendigo must make a constitution saving throw and a wisdom saving throw. If the constitution throw is failed the entity is stunned for 2 turns and if the wisdom saving throw is failed the entity takes 4d6 psychic damage from witnessing the humanoid remains presented to it.The DC is 14
Corrupt Nature. The creature's influence is very great and it brings massive imbalance to the natural order. The creature may use this corruption to its advantage. Once per day the Wendigo can summon undead forms of wildlife each one with a CR +1 of its base form. The Wildlife summoned can be 2 of the following list: 12 wolves, 8 brown bears, 6 cave bears, 4 giant scorpions, or 1 mammoth. If a druid sees these creatures, they will get advantage on all attacks on the Wendigo and the creatures until all of the undead beasts are dead.
The Curse Of The Lands. Once per day the Wendigo can summon spiked vines on the ground, in an area of 60 feet. Any entity in the area must make, for the next 1d4 turns, a dexterity saving throw. If the dexterity is failed, the entity takes 4d6 poison damage, has a limited movement of only 10 feet for the next turn and must make a wisdom saving throw. If the wisdom saving throw is failed then the creature is stunned for the next turn, takes 2d10 psychic damage and has a -1 on all rolls for the next 1d6 turns.The negative effect on the rolls only stacks up to a -3.
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 one claw attack or bite attack or horn attack.
Move. The Wendigo moves up to half its speed.
Description
The Wendigo has been widely regarded as a simple bedtime scary story to frighten the children in cities and towns around heavily forested areas. Although most adventurers may disregard the legend of the woodland demon as nothing but folklore and that they should not be afraid of the Wendigo, those adventurers are the ones that never live to tell the tale.
The Wendigo is, in fact, real and it is one of the most dangerous and cruel creatures that one may run into, even being feared by the black and green dragons that compete with it for territory.
The creature is tall and very thin, with long arms ending in sharp claws and fur covering its entire body.The head a stag's skeleton, with sharp teeth and pieces of flesh and fur decaying on its bare bone.The creature has yellow eyes and long antlers that resemble those of a moose.
The story of the Wendigo is a very horrific one, that can send chills down the spine of even the bravest warriors.It is said that the creature embodies selfishness, greed and the animal hunger that lurks in the souls of even the most pure.Legend has it that the Wendigo were once humanoids, that were trapped in wooded areas and that resorted to cannibalism to survive. After the act is complete, the cannibal will always find his way back to civilization, usually his own home town.After they arrive the transformation will slowly occur, and within weeks the creature will become isolated and finally cast off from society.The Wendigo will then haunt the woods, consuming the flesh of the wildlife and using its corruption to destroy the natural order and to become a god of the husk that once was a great forest
Lair and Lair Actions
The lair of the Wendigo is the inner most part of the forest, the deepest part of the woods, corrupted beyond recognition by the black magic of the creature. This rather large territory of 200 square feet is almost alien in appearance, with rooting corpses in the murky waters, trees with spikes and poisonous fruit whose leaves have long dried, small sigils and artifacts made of bone for the monsters horrid magic.Although this description is certainly not a pretty picture, the real horror comes from the hanging corpses of small animals (1d6 in number) with magical aura emanating from them, used as quick food and healing sources for the creature.
Lair Actions
On initiative count # 20, 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:
- Poisonous gas emanates from the mushrooms on the decaying corpses, dealing 3d6 poison damage to all targets that fail their constitution saving throws.
- Tree branches get swung around dealing 6d4 piercing damage to all targets that fail their dexterity saving throws.The creature can also choose to take 2d4 damage to spread its blood on he branches, causing an extra 2d6 necrotic damage to targets that are hit by the branches.
- The Wendigo can feast on one of the corpses of the small animals, gaining back 2d10 hitpoints and removing one of the corpses from their total number.
Regional Effects
The region containing a Wendigo's lair is corrupted, which creates one or more of the following effects:
- Powerful storms begin to take place around 4 miles of the lair.
- Animals in an area 3 miles around the lair gain an extra 1d4 damage on all damage rolls.
- Around 2 miles of the lair, the area will have rooting overgrowth that removes 5 feet from all movement
- Around 1 mile of the lair, bone sculptures and sigils will be encountered, each one with a different damaging effect.
If the Wendigo dies, these effects fade over the course of 365 days.
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