Large Monstrosity, Chaotic Evil
Armor Class 14 Natural Plate
Hit Points 130 (5d8)
Speed
STR
17 (+3)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Damage Vulnerabilities Fire
Damage Resistances Cold
Condition Immunities Charmed, Frightened, Invisible, Paralyzed
Senses Passive Perception 12
Languages Common, Wendigo, can speak any language from mimicry trait
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Sight, Smell and Hearing.  The wendigo has advantage on Wisdom (Perception) checks that rely on sight smell and hearing.

Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Blood Frenzy. The wendigo has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Charge. If the wendigo moves at least 20 feet straight forward toward a target and then hits with a ram attack on the same turn, the target takes an extra 4 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

 

 

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6+ 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+ 2) slashing damage.  

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:  5 (2d6 + 2) bludgeoning damage. 

Frightful Presence. Each creature of the wendigos choice that is within 60 feet of the wendigo and aware of it must succeed on a DC 16 Wisdom saving throw or be frighted for 1 minute 

 

 

 

 

Bonus Actions

when the wendigos health is critical (exp 40-25hp) it can use a bonus action to ram an enemy into the nearest hard object like a tree or large rock making the target take an extra 1d4 force damage 

Reactions

after the wendigo reaches lower than 70 health it gains a mulitattack action letting the wendigo make 2 claw attacks or 2 bite attacks 

Description

Beasts of Ledgend. the wendigo is a beast of ledgend only the most brave and courageous could EVER hope to survive a wendigo encounter 

Night Prowlers. wendigos haunt the night preying on any creature that breathes this princlable can lead wendigos to commit cannibalism, wendigos are nocturnal and like it when the odds are bent in their favour normally they lead prey close to where they lair so they can hide in fog and wait to ambush their prey 

Mimicry. wendigos lead their prey close with their ability to mimic people if their prey is humanoid they draw them near with the use of peoples last words or their crys for help or mercy if a wendigos prey is an animal it uses the animals call this can also lure in curious adventures 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 15, 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 releases a sonic screech, players within 40 feet of the wendigo must succeed a DC 14 Constitution saving throw or be deafened for 2 minutes 
  • The wendigo absorbs into the fog going invisible the effect ends when damaged. only a successful DC 16 Wisdom (perception) can reveal it

Regional Effects

The region containing a wendigos lair is cursed, which creates one or more of the following effects:

  • The trees are baren and wildlife is scarce there is always a fresh layer of snow on the ground regardless of where its located
  • hostile creatures are drawn to the area manly beasts

If the wendigo dies, these effects fade over the course of 1d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2023 4:49:02 PM
3
0
5e
Coming Soon

Monster Tags: Devilfiend

Habitat: ForestHillMountain

DND_DYNOMITE_

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