Antlers: You have antlers that you can use to make unarmed strikes. When you hit with them, the strike deals 1d12 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Deer Buck:Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Antlers as a bonus action.
Horn Slam: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your Antlers. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Claws of Death: You have long black claws. They are filled of necrotic energy. You can make a swing with a claw attack. 2d10 + 17 necrotic damage.
Wendigo Chatter: You can mimic any language you've heard perfectly and permanently. You have to consume that creature. You can mimic their exact voice as well.
Guardian of the Forest: The Wendigo can summon 2 medium beasts found in the forest, or 4 small beasts, or 8 tiny beasts at the start of battle. Any creature smaller than the Wendigo must make a wisdom saving throw at the beginning of battle of 17 or above. If failed, effect creatures follow the wendigo's commands within a reasonable limit. This can only be broken through a wisdom check of 15 or above or the death of the wendigo.
Shapechanger: The Wendigo can take any large form, a max of a foot taller or shorter.
Multi-attack: The Wendigo can make two attacks
Unarmed Strike: +3 to hit, reach 5 ft., 1 target. Hit: (1d12 + 4) piercing damage.
Claws of Death: + 4 to hit, reach 5 ft., 1 target. Hit: ( 2d10 + 17) necrotic damage. Make two swings.
Darkblade: + 7 to hit, reach 10ft, 1 target. Hit: ( 1d12 + 12) slashing damage + ( 3d6 + 8 ) necrotic damage.
Sporeline : + 6 to hit, range 65/100 ft., 20 target. Hit: (3d10+ 26) acid damage. All targets make a constitution saving throw of 17 or higher. If failed, the target is paralyzed and stunned. The Wendigo plunges it's fist into the ground, a line of fully grown luminescent mushrooms uproot from the ground in a straight line. They all burst open releasing spores into the air.
The wendigo can dash, attack, or mimic shield block.
Attack or Mimic shield block
Mimic shield, the mimic shield deals 2d8 acid damage if hit with a non weapon, non spell attack. If the mimic shield is attacked with a melee weapon the attacker has to make a strength check of 16 or above. If failed, that weapon used is pulled onto the shield. To pull the weapon off, takes a strength check of 17 or above. Every attempt to pull the weapon off, deals 2d8 acid damage to the attacker. The mimic shield adds +2 ac.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The wendigo is somewhat similar build to the Minotaur. The Wendigo is a deer like creature that stands on its hind legs. The head of the deer is sunken, a thin layer of clear flesh covers the skull. The rest of the body covered in fur. The eyes are black like a deer's. Two long white/tan horns protrude from the sides of the head. Unlike the Minotaur, the wendigo has somewhat long claws like a wolf's. Even though the skull is on top, the wendigo is incredibly intelligent and functions normal.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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