Cold Aura. While it's alive, the Wendigo generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the Wendigo's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the Wendigo takes 10 (3d6) cold damage.
Turning Defiance. The Wendigo have advantage on saving throws against effects that turn undead.
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 18 Wisdom (Insight) check.
Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Regeneration. The Wendigo regains 30 hit points at the start of its turn if it has at least 1 hit point. If the Wendigo takes radiant damage or damage from fire, this trait doesn’t function at the start of the Wendigo’s next turn.
Blood Frenzy. The Wendigo has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the Wendigo to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the Wendigo drops to 1 hit point instead.
Wendigo’s Fever. This curse causes the infected creature to suffer from an unending hunger and weakness. The creature must succeed on a DC 18 Constitution saving throw at the end of each long rest or gain one level of Exhaustion and not gain any benefits of that long rest, as it tosses and turns with ravenous nightmares. If the creature dies of Exhaustion or any other cause while infected, it rises as a new Wendigo 1d4 days later, unless the body is targeted by a spell that can prevent the turning into an undead such as Gentle Repose, if the effects of the spell ends, the count down of 1d4 days resumes. A remove curse or Greater restoration spell, can end this curse.
Multiattack. The wendigo makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) piercing damage. If the target is a creature other than an undead, or isn't immune to a disease it must succeed on a DC 18 Constitution saving throw or be affected by the Wendigo's Fever.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 18 Constitution saving throw or take 13 (3d8) Cold damage and have its movement reduced by 10ft.
Aggressive. As a bonus action, the Wendigo can move up to its speed toward a hostile creature that it can see.
Stalk. The Wendigo can take the Hide Action as a bonus action on each of its turns.
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.
Detect. The Wendigo makes a Wisdom (Perception) check.
Claw. The Wendigo makes a claw attack.
Move. The Wendigo moves up to its speed without provoking opportunity attacks.
Curse of Hunger (Costs 3 Actions). The wendigo targets one creature that it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or become cursed with the Wendigo’s fever. The curse lasts until it is removed by a remove curse or greater restoration spell, or until the Wendigo is permanently destroyed by completing a special ritual.
Devour (Costs 2 Actions). The wendigo makes one bite attack against a prone creature within 5 feet of it. If the attack hits, the target takes an extra 14 (4d6) necrotic damage, and the wendigo regains hit points equal to the necrotic damage dealt.
Description
A wendigo is a horrific creature that was once a humanoid who succumbed to cannibalism in a desperate attempt to survive the harsh winter. Consumed by an insatiable hunger for flesh, the wendigo transforms into a gaunt, skeletal beast with antlers, claws, and glowing eyes. A wendigo stalks the frozen lands, hunting for more victims to devour and spreading its curse to those who eat the flesh of their own kind or are bitten by the Wendigo.
Unkillable. After successfully reducing the Wendigo to 0 hitpoints, it will return to 1 hitpoint in 1d4 minutes unless a special ritual is conducted:
To know how to perform the ritual, a creature must succeed on a Intelligence (Religion) check, DC 18, on a successful check the creature knows about the process and can instruct, help or perform the following ritual:
You must use a silvered weapon, such as a dagger, a sword, or a crossbow bolt, and make a melee or ranged weapon attack against the wendigo’s AC, on a hit you pierce its heart, The wendigo makes a Constitution saving throw against The weapon's damage or have its heart destroyed on a failed save. If the ritual stops here the Wendigo comes back to 1 hitpoint in 1d4 hours.
Then, a creature within 5ft of the Wendigo's Body must take one action to make a Strength ability check DC 18 to shatter its heart into pieces and lock them in a silver box. Take the Wendigo's body and salt it and burn it or cast disintegrate on its body, and scatter its ashes to the winds. If the ritual stops here the Wendigo comes back to 1 hitpoint in 1d4 days.
The silver box has to be buried in a consecrated ground, such as one created by the Hallow spell, or the Forbiddance spell if it has its effects made permanent. At the end of this step of the ritual, the Wendigo is permanently destroyed, and any creature that was affected by the Wendigo's Fever is cured.
Lair and 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:
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Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the Wendigo, imposing disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. which lasts until the next time the Wendigo uses a lair action or until the Wendigo dies.
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Freezing fog fills a 20-foot-radius sphere centered on a point the Wendigo can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 18 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the Wendigo uses this lair action again or until the Wendigo dies.
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