Large Monstrosity, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 130 (15d10 + 45)
Speed 45 ft.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +6, CON +6, INT +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold
Condition Immunities Frightened
Senses Passive Perception 15
Languages Abyssal, Common, Telepathy (500 ft)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Stench of Death. Any creature that starts its turn within 5 feet of the Windigo other than another Windigo must succeed on a DC 15 constitution saving throw or become poisoned until the start of the creature's next turn. On a successful save, the creature is immune to the stench of all Wendigos for 1 hour.

Sunlight Sensitivity. While in sunlight, the Wendigo has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight.

Heart of Ice. If the Wendigo takes cold damage, it gains temporary hit points equal to the cold damage taken (maximum of 15 temporary hit points) until the end of the creature who dealt the cold damage's next turn. In addition, if the Wendigo is reduced to 0 hit point by an attack not made with a silvered weapon or an attack that does not deal fire damage, the Wendigo is reduced to 1 hit point instead.

Actions

Multiattack. The Wendigo makes two attacks with its Rotting Claws or with its Horns, and uses its Dreadful Howl if available.

Rotting Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 13 (2d10 + 3) slashing damage Plus 7(1d8+3) necrotic or cold damage (Wendigo's choice). 

Horns. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 15 (3d8 + 3) slashing damage plus 6 (1d6+3) necrotic or cold damage (Wendigo's choice). 

Dreadful Howl (Recharge 6). The Wendigo emits a low moan that echoes loudly and invokes fear and chaos in all that hear it. Any creature within 50 feet of the Wendigo that can hear it must succeed a DC 15 Wisdom saving throw or become frightened of the Wendigo. While frightened in this way, a creature must use its action to make a single melee attack against a creature within 5 feet of it, if multiple creatures are within 5 feet of it, it makes its attack against the one with the lowest number of remaining hit points. If no creatures are within 5 feet of it, or the only creature within 5 feet of it is a Wendigo, the creature uses its turn to move as close as possible to the nearest creature that is not a Wendigo. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the initial saving throw is immune to the Dreadful Howl of all Wendigos for the next 24 hours.

 

Description

Enter a general description for your monster here.

Lair and Lair Actions

The Wendigo's lair is typically deep in a frozen mountain range or icy forest. Wendigos despise light, warmth, and life, and will do anything to rid their domain of these things.

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:

  • The Wendigo creates a patch of slippery ice or thin ice (thin ice can only be created on top of still water) at a point within 100 feet of it. This ice covers a 10 foot by 10 foot space and spreads around objects and corners..
  • The Wendigo conjures dying plant life and necrotic matter. These plants sprout from a point within 100 ft of the Wendigo, and cover a 30 foot by 30 foot area. They appear as dying leafless trees, snowy dying bushes, or similar substances. They count as difficult terrain, and are heavily obscured. In addition, the area the plants cover counts as complete and magical darkness.
  • The Wendigo casts Crown of Madness, Darkness, Silence, Or Fear, using intelligence as its spellcasting ability. This lair action can only be taken once every 24 hours by.

Regional Effects

The region containing a legendary Wendigo’s lair is warped by its corrupted and hateful presence, which creates one or more of the following effects:

  • Avalanches occur regularly. Once per day there is a 25% chance an avalanche will occur within 3 miles of a Wendigo's lair, if conditions allow such a occurrence to happen.
  • The area within 3 miles of a Wendigo's lair if frigid with cold. The temperatures within 3 miles of the Wendigo's lair count as extreme cold, all running water counts as frigid water, and all ice counts as slippery ice.

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

Habitat: ArcticForest

Johndonraskin

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