Wild Shape. When the wendigo reaches 0 hp it reverts back to it's human form. It cannot take the wild shape ability in human form after reaching 0 hp in the wendigo form.
Multiattack. The wendigo makes 3 attacks. One with it's bite, two with it's claws.
Frostbite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 27 (3d10 + 9) [piercing] damage. On a hit, target has disadvantage on attack rolls until the wendigo's next turn.
Bleeding Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., 10 ft area. Hit: 12 (2d6 + 4) [slashing] damage. On a hit, targets take an additional 8 (2d4 + 2) damage on the start of their next turn.
The wendigo can take 3 legendary actions. It does not regain these actions at the start of it's turn.
Arena of Frost (Costs 1 Action). A storm of ice and snow fills a 120 ft area with the wendigo at it's center. The area becomes difficult terrain for 4 turns. Any creature in the area makes a DC 15 Constitution saving throw and takes 48 (10d8) cold damage on a failed save, or half as much on a success.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic 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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