Huge Swarm of Medium beasts, Typically Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 225 (71d20 + 4)
Speed 120 ft., Climb 300 ft., Walk 2900 ft., Fly 80 ft., Swim 3500 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, INT +19, CHA +19
Skills Intimidation +98, Stealth +126, Survival +97
Damage Resistances Fire; All
Damage Immunities Acid, Bludgeoning, Cold, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Metal Weapons; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 17
Languages Telepathy Ojibwe
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Trait Name. 

  • Dive Attack. If the wendigo is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
  • Flyby. The wendigo doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Keen Hearing and Smell. The wendigo has advantage on wisdom (perception) checks that rely on hearing or smell.
  • Horrifying Visage. Any humanoid that starts its turn within 30 feet of the wendigo and can see the wendigo must make a DC 12 wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the wendigo is within line of sight, 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 Horrific Appearance for the next 24 hours.
  • Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn’t function at the start of the wendigo’s next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn’t regenerate
  • Shape changer. The wendigo can use its action to polymorph into a wendigo or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Snow Camouflage. The wendigo has advantage on dexterity (stealth) checks made to hide in snowy terrain..
Actions
  • Multiattack (Humanoid or Hybrid Form Only). The wendigo makes two attacks: one with its bite and one with its claws or knife.
  • Bite (Hybrid Form Only)Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 constitution saving throw or be cursed with wendigo lycanthropy.
  • Claws (Hybrid Form Only)Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage plus 3 (1d6) fire damage. A creature who dies from this attack becomes a pile of ash. The target is also grappled (escape DC 14). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the wendigo has advantage on attack rolls against it and can’t use this attack against other targets. When the wendigo moves, any target it is grappling moves with it.
  • Knife (Humanoid Form Only)Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
  • Terrifying Wail (Hybrid Form Only). The wendigo wails about its burning feet and bleeding eyes. Any beast or humanoid within 300 feet of the wendigo and able to hear its howl must succeed on a DC 12 wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any wendigo’s Terrifying Wail for the next 24 hours.

 

Bonus Actions

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Masks of the Wild. The wendigo can attempt to hide even when it is only lightly by foliage, heavy rain, falling snow, mist, or other natural phenomena.

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 14 wisdom (insight) check.

Pounce. If the wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.

Reactions

 

  • The wendigo is able to sense their fear and paranoia grow with each heartbeat. This brings the malevolent spirit a sense of excitement and anticipation for the kill. It is said that the final warning a wendigo will give before striking is to unleash a blood-curdling howl in the harsh winter winds.
Legendary Actions

Move (costs one point). The Wendigo moves up to its speed.

Bite (costs two points). The Wendigo makes a bite attack.

Shriek (costs three points). The Wendigo screams. Each creature that can hear it within a 30 ft. radius must make a DC 15 Wisdom saving throw. On a failure, the creature becomes stunned for one minute. The creature can remake the save at the end of each of its turns, ending the effect on a success. If a creature succeeds on the save, it is immune to the Wendigo’s shriek for the next hour.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 Some legends say the wendigo is an emaciated figure with ashen flesh. Others describe it as a giant creature up to 15 feet (4.5 meters) tall or as a beast that grows larger the more it eats. It may have sunken or glowing eyes and sharp yellowed fangs and claws. Its lips are chewed or entirely missing because it has eaten them. It may be hairless or have fur, and it may have pointed ears and horns or antlers like a deer. It smells of rotting flesh and is usually first detected by humans by its horrible odor.

Lair and Lair Actions

Call Of The Curse

At 1st level, you are cursed to be a wendigo, a creature of eternal hunger. Once every day, right when you awaken, you must make a wisdom saving throw with a DC of 10. On a failure, you are forced into a savage, primal state, until you consume flesh of a freshly killed creature. If you succeed, nothing happens. You must make this save every six hours until you either consume the flesh of a freshly killed creature or fail the save. additionally, you can eat raw and even rotten flesh with no downsides. If you eat the flesh of a creature in combat, you heal for an amount equal to half your wendigo level (rounded up). If you eat the flesh of a humanoid, you are immune to the curse's saving throw for the rest of the day, ending at midnight, and you regain hit points equal to your wendigo level. In combat, eating a corpse is an action.

Hunger's Boons

Again at 1st level, the curse of the wendigo, like that of the vampire and werewolf, does grant one some positive abilities. Your jaws gain the ability to be used as a weapon, your teeth elongate and become razor sharp, rows of them burst from your gums. Additionally, the curse impacts your skills with weapons, augmenting them, and protects you from harm. When you make an unarmed attack with your bite, this deals 1d6 piercing damage.

Your inhuman essence seeps into the steel you clutch in your hand, turning it ice cold. Whenever you hit an enemy with a melee or ranged weapon attack, they take extra cold damage equal to your wisdom modifier.

You begin to lose yourself. Your skin stiffens like leather and you seem ghostly in complexion. When unarmored, your AC is equal to 10 plus your dexterity modifier plus your wisdom modifier.

if any features would call for a saving throw, the DC is 8 plus Wisdom Modifier plus your proficiency bonus.

Flesh of the Wendigo

At 2nd level, you figure out how to change your appearance into that of the wendigo. You can use this ability two times as a bonus action, needing to finish a long rest in order to do so again. This increases to three at third level, four at sixth level, five at twelfth level, and 6 at seventeenth level. This state lasts for one minute, or until you go unconscious or die. While in wendigo form, you gain the following benefits:

-You are now one size larger.

-You have advantage on strength-based checks and saving throws.

-Your bite now deals 1d8 piercing damage. Whenever this attack hits, you regain health equal to the damage dealt.

-You have advantage on saving throws against spells and other magical effects

-You now gain the use of a claw attack. These claws deal 2d4 slashing damage. Once per turn, you can make a second claw attack as a bonus action. When you hit with a claw attack, you heal hit points equal to half the damage dealt, rounded down.

When in this state, you must attack the nearest creature to you, regardless of if this person is friend or foe. If there are multiple people within the same distance, you may pick between them for your attacks.

Wendigo Atonements]

At 3rd level, as you seek to find a way out of your curse, you have a choice of an Atonement that is listed at the bottom of the page. You gain another feature for these bonds at 7th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by two, or two by one. You cannot increase a score above 20 using this feature. If the DM allows it, you can instead choose to gain a feat.

Extra Attack

At 5th level, you can attack two times whenever you take the attack action.

Reinforced Strikes

At 6th Level, your curse flows through your body, empowering each attack you make. Your unarmed strikes now count as magical to overcome resistances.

Masks of the Wild

At 7th level, you have mastered your curse to the point that you no longer need to make a wisdom saving throw to avoid going into a frenzy due to your curse. Additionally, when in your Wendigo form you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Trained Instincts

At 10th level, you have managed to channel the primal nature of your curse to improve your senses. You can no longer be surprised, and you gain advantage on any checks that deal with smell and or sight. Additionally, you can mimic the sounds of other creatures. the creature hearing it must make an insight check with a DC of 8 plus wisdom modifier plus proficiency bonus to discern that is a replication.

Heart of Ice

At 13th level, you grow the ability to unleash your curse at those who have harmed you. Immediately after being attacked, you may use a reaction to make the attacker take necrotic damage equal to half your wendigo level (rounded down). You may use this ability a number of times equal to your wisdom modifier, and regain these uses after finishing a long rest. Additionally, you are resistant to cold damage.

Seething Persistance

At 14th level, if you would drop to 0 hit points, you can instead drop to one hit point, keeping yourself upright. This ability can be used consecutively to attacks. You can use this equal to your wisdom modifier, regaining all uses on a long rest.

Mastered Wendigo Form

At 15th level, you have worked out the slightest intricacies of your curse, and have finally fully mastered your curse. You can now leave your wendigo form at-will, and it does not end unless you choose it to.

Curse Spreader

At 18th level, you have learned how to spread the curse to others. As an action, a humanoid creature of your choice must make a Wisdom saving throw (DC 8 plus your proficiency bonus plus your Wisdom Modifier). On a failure, they are infected with the curse of the wendigo. On a success, they manage to avoid the curse. You can use this ability once, and regain use after completion of a long rest.

Famine Incarnate

At 20th level, you become the incarnation of winter and famine, the hunger that should not be. The monster that stalks you in the night. Your Wisdom and Strength increase by 4, to a maximum of 24. You no longer age, and magic cannot affect your age. You are now immune to cold damage and have resistance to necrotic damage. You can enter and exit your wendigo form an unlimited number of times.

Atonement Choices

Atonement of the Savage

It isn't pretty being a beast. but like it or not, that's what you are now. A monster, a creature, a thing. Wendigos of this atonement have fully accepted their primal nature. It's hard to even call it an "atonement", as they are unapologetically creatures of famine.

Consumption

As an action at 3rd level, when you hit a bite attack, you can choose to make it a consumption. when you do so, the target of your attack can make a wisdom save, and on a failure takes extra d6s of damage equal to your wisdom modifier. on a success, they take half of the extra damage. as with the base damage of your bite, if you are in wendigo you heal for the full damage of this attack. you can do this a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Primal Gaze

As a bonus action at 7th level, you may force one creature within 60 feet to make a Wisdom saving throw, as they stare into your ever-wanting eyes. On a failure, they are frightened for the next minute. While frightened in this way, the target has disadvantage on saves against your wendigo abilities. They may repeat the Wisdom save at the end of each of their turns, ending the effect on a success. you can do this a number of times equal to your wisdom modifier, and regain all uses after a long rest.

Feral Instincts

Your senses are honed further than even most other wendigoes. At 11th level, you gain proficiency in perception and investigation. If you already have proficiency, you instead gain expertise. Additionally, you have a bonus equal to your strength modifier if you have attacked what you are looking for in the last hour.

Ever Returning

Starting at 17th level, if you are at or below half your maximum hit points you can use a reaction to heal for an amount of d6 equal to half your Wendigo level, rounded down. you can do this once, and regain use of this ability once per long rest. In addition, the blood that flows through your veins might heal you, but it is toxic to those around you. When you are hit with a melee attack, the attacker must make a Constitution saving throw (DC 8 plus your Wisdom modifier plus your proficiency bonus). on a failure, they take d4s of cold damage equal half your proficiency bonus.

Attonement of Salvation

Most people afflicted with the Wendigo's curse don't want to keep it. Although you cannot remove yourself from its graps, you can learn how to bend the powers of the wendigo to help, not hurt.

Bestow Life

At 3rd level, whenever you would regenerate hitpoints from comsuming flesh, you may instead store the health and use it to heal your teammates. You have a pool of 10 hitpoints. When you consume flesh, you may remove a certain amount of health from what you heal and put it in the pool. As an action, you may draw from your pool of hitpoints and use this to heal any willing creature within 10ft of you. For example, if you deal 23 damage, instead of healing for 23 points, you can heal for only 13 and use the extra 10 points to completely fill your pool. Once you heal someone, you cannot heal that person again until you have finished a short rest. You may only fill your pool twice every day, regaining the ability to fill the pool at dawn.

Shield of Cold

When you hit 7th level, your health pool can be utilized in more ways. As an action, you can create a dome of cold energy in a 10 foot radius centered around you. However many hitpoints from your pool you sacrifice is the HP of the dome. Anycreature that attempts to make a ranged attack against anything inside the dome will instead hit the dome, which has an AC of 10 plus your proficiency bonus. When created, the only creatures that can move through it are ones that are friendly to you. It lasts for 1 minute or until it has no hitpoints remaining. It has resistance to cold damage. If an attack goes over the shield's health, the remaining damage is not taken by anything.

In addition, your health pool total increases by 3, to a total of 13 points.

Thrill of The Hunt

When you reach 11th level, you can let out a chilling howl. Any allies within 50ft of you are invigorated with the thrill of the hunt. They gain advantage on attacks and saving throws for 1 minute. You also benefit from this ability. You can use this ability an number of times equal to your wisdom modifier, minimum of once, and regain expended uses on a long rest.

Additionally, your pool of health increases by 7 points, to a total of 20 points.

Flesh Sacrifice

Finally, at 17th level, you may sacrifice your own flesh for your health pool. You may strip the flesh from your body and take an amount of damage equal to the amount of health you wish to add to your pool. Your health pool total increases by 10 points, for a maximum of 30 hitpoints. You may use this ability any number of times, as long as you can still add hitpoints to your pool.

when dead it will drop 0 hit points

 

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