Huge Undead, Chaotic Evil
Armor Class 16 Natural
Hit Points 204 (22d8 + 105)
Speed 50 ft.
STR
24 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
8 (-1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, DEX +11, CON +12, WIS +8
Skills Athletics +12, Perception +8, Stealth +16, Survival +11
Damage Resistances Bludgeoning, Cold
Condition Immunities Charmed, Frightened
Senses Darkvision 120, Passive Perception 18
Languages understands the languages it knew in life but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Calling Voices. The wendigo can perfectly imitate the screams or pleadings of a humanoid. The wendigo can imitate any language it's heard before but the effect works on any humanoid that understands at least one language. Any humanoid who hears the voices must make a wisdom saving throw (DC 16) or start walking towards the wendigo. If the target succeeds they are not aware of the attempt to compel them. The Wendigo's position is not revealed by this.

Silent Frame. The Wendigo has advantage on all stealth checks relying on hearing.

Trackless. the Wendigo does not leave foot prints and can't be tracked with non-magical means. 

Frightening Presence. Any creature of the Wendigo's choice within 30' of it must make a wisdom saving throw (DC 16) or become frightened of it for one minute, repeating the save on each of their turns. When a target succeeds or the effect wears off they are immune to the Wendigo's frightening presence for 24 hours.

Pass on the Curse. Upon dying the wendigo reverts back into the form it held in life wearing a Wendigo's Cloak

Actions

Multiattack . The Wendigo makes 3 attacks, two with its claws and one with it's bite

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage. If the wendigo rolls a 20 on the attack roll not only is the attack critical but it can also use the Tear Morsel reaction without using a reaction. 

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing damage

Reactions

Tear Morsel. Whenever someone drops to zero hit points or is knocked unconscious the wendigo can use its reaction to tear a morsel of flesh off the person, the wendigo regains (2d8+7) hit points. When the wendigo does this the target fails one death saving throw. If it does this three times or kills a character it will gain one more hit dice, gain one more damage dice, and grow (1d4) feet in height. 

Lair and Lair Actions

A wendigo's lair is often a wide open field surrounded by forest. A wendigo will surround much of the trees around it with animal carcasses, trying to bait any travelers to camp in this opening.

Lair Actions

On initiative count 20 (losing initiative ties), 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:

  • The Wendigo summons 1d6+1 Husk Zombies, they take their turn on initiative 20. The wendigo cannot summon more zombies until all of them are dead
  • Everyone in the Wendigo's lair must make a Constitution saving throw (DC 16) or take one point of exhaustion
  • One character of the wendigo's choice that is in its lair must make a wisdom saving throw (DC 16) or be afflicted with the wendigo's curse, they can repeat the saving throw at the end of each of their turns. If they fail this saving throw they are overtaken with an insatiable hunger for humanoid flesh. The target gains a +4 to strength (maximum of 20) and gains a bite attack. It is a strength based unarmed attack and does 1d6 + their strength modifier. If the target successfully kills a humanoid and eats the body, they become a Husk Zombie.  the effect lasts for one minute or until they succeed on their saving throw. If the target becomes a Husk Zombie they will remain a husk zombie until they find the pelt of an Artiodactyla animal with skull still intact and wear it, they must find a pelt within 24 hours. the wendigo can only use this feature once per dawn. 
  • The wendigo screams, all creatures that can hear the wendigo and are in it's lair must make a wisdom saving throw (DC 16) or become frightened of the wendigo until the next initiative 20

Regional Effects

The region containing a legendary Wendigo’s lair is desolate, there is no wildlife and all plants are wilted and will not grow, which creates one or more of the following effects:

  • A persistent state of hunger in anyone who is there, no matter how much they eat or drink they will always be unsatisfied. If they are there for over 12 hours the must make a constitution saving throw (DC 16) or take one point of exhaustion and have disadvantage on wisdom saving throws. If a creature gains 10 points of exaustion they are afflicted with the wendigo's curse (see above for details)
  • There is no food. Any character automatically fails a skill check to find food of any sort.
  • There is an unnatural chill over the entire area. Any forest that the wendigo's lair lies in is also counted as a Tundra environment. On top of this any flame cannot be sustained by non-magical means. 

If the Wendigo dies, these effects fade over the course of 3d6 days.

Habitat: ArcticForest

BrooksZboi

Comments

Posts Quoted:
Reply
Clear All Quotes