Large Monstrosity, Chaotic Evil
Armor Class 17 natural armor
Hit Points 180 (20d10)
Speed 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +11, DEX +9
Skills Perception +8, Stealth +8, Survival +8
Damage Vulnerabilities Fire
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Frightened
Senses Darkvision 120 feet, Passive Perception 18
Languages Common cant speak common but cant speak it
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Enhanced Strength. The wendigo has advantage on Strength-based ability checks and saving throws. Its melee weapon attacks also deal an additional 1d6 slashing damage.

Supernatural Speed. The wendigo's speed increases to 60 ft., and it can take the Dash action as a bonus action on each of its turns.

Cold Manipulation. As an action, the wendigo can summon a blizzard in a 30-foot radius centered on itself. The area becomes heavily obscured, and all non-magical flames are extinguished. Additionally, each creature in the area must make a DC 16 Constitution saving throw or take 5d6 cold damage and have their movement speed reduced by half until the end of their next turn. On a successful save, the creature takes half damage and suffers no movement penalty.

Cannibalistic Hunger. The wendigo has advantage on attack rolls against any creature it knows has recently consumed humanoid flesh. In addition, whenever the wendigo reduces a creature to 0 hit points with its bite attack, it gains temporary hit points equal to the creature's hit point maximum.

Regeneration. The wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point and is in a snow-covered area.

 

Fear Induction. Any creature that starts its turn within 30 feet of the wendigo must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tracking Skills. The wendigo has advantage on Wisdom (Survival) checks to track creatures and can detect the scent of its prey within 1 mile. It also has superior night vision, granting it advantage on Wisdom (Perception) checks in darkness.

Actions

Multiattack. The wendigo makes two attacks: one with its claws and one with its bite.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) necrotic damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. [roll]2d8+6[/roll]

 

Legendary Actions

Legendary Actions

The wendigo can take 3 legendary actions, choosing from the options below. It can take only one legendary action 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.

Terrifying Presence (Costs 2 Actions). Each creature of the wendigo's choice that is within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Terrifying Presence for the next 24 hours.

Summon Blizzard (Costs 3 Actions). The wendigo summons a blizzard in a 60-foot radius centered on itself. The area becomes heavily obscured, and all non-magical flames are extinguished. Creatures starting their turn in the area must succeed on a DC 16 Constitution saving throw or take 5d6 cold damage and have their movement speed halved until the end of their next turn. On a successful save, they take half damage and suffer no movement penalty.

 

Description

 It is believed to be born from the insatiable hunger that arises from cannibalism or as a result of a curse. A terrifying sight to behold, with a gaunt, emaciated body and elongated limbs. Its pale skin is stretched tightly over its skeletal frame, and its eyes glow with an otherworldly light.

Lair and Lair Actions

read aloud "as you enter the forest you notice the eerie silence and lack of animals and the few animals left are skittish and restless. you feel an overwhelming sense of being watched or followed accompanied by a deep sense of dread and unease." [roll]1d20[/roll]

Lair Actions

On initiative count 5 (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:

  • 1. Whispering Shadows: The lair is filled with whispering voices that echo through the trees. The Wendigo uses its connection to darkness and fear to create an illusionary effect. Each creature within the lair must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

     

  • 2. Frozen Snare: The Wendigo triggers hidden snares made of frozen vines and branches throughout its lair. A creature that moves across an area of the lair must make a DC 15 Dexterity saving throw or become restrained by a snare. The restrained creature can use its action to attempt a DC 15 Strength check, freeing itself or another creature within its reach from the snare.

     

  • 3. Winter's Grasp: The Wendigo harnesses the power of winter to unleash a bone-chilling blast of cold. The temperature within the lair plummets, and a blizzard-like effect ensues. Each creature within the lair must make a DC 15 Constitution saving throw or take 4d6 cold damage and have their movement speed halved until the end of their next turn. On a successful save, they take half damage and suffer no movement penalty.

Regional Effects

The region containing a legendary wendigo hunting ground is a forest, which creates one or more of the following effects:

    1. Perpetual Winter: Snowfall is constant, and temperatures drop to extreme levels, even colder than the surrounding areas. Travel becomes treacherous, and exposure to the elements can lead to exhaustion without proper protection.

    2. Predatory Aura: Animals within the region become skittish and restless. Prey animals exhibit signs of distress, and their natural instincts drive them away from the Wendigo's hunting ground, making it difficult for hunters to find game in the area.

    3. Whispers in the Wind: Faint whispers can be heard on the wind, carrying the voices of the Wendigo's past victims. These haunting whispers can unsettle those who hear them, causing a sense of unease and making it difficult to concentrate on tasks.

    4. Heightened Fear: The presence of the Wendigo amplifies fear within creatures' hearts. Creatures in the region have disadvantage on saving throws against being frightened and suffer a -2 penalty to Wisdom (Perception) checks due to their heightened state of fear.

If the wendigo dies, these effects fade over the course of 1d8 days.

Habitat: ArcticForestMountain

Commander_Wolffe

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