Fear Monger - the speed and appearance of the decaying antlered giant is enough to cause fear in anyone. Make a DC17 CON saving throw. If you fail, you turn and run at max speed and try to find a hiding place for 1d2 turns, taking 1 level of exhaustion.
Mockery - The Wendigo has the ability to mimic any sound it hears. The Wendigo will use this to engage in a torturous game to bait their prey; releasing shrieks or growls, and sometimes mimic human voices calling for help. The PC's can tell the calls aren't real with a successful DC14 WIS (Insight) check.
Regenerate - 1d3 times per encounter, the Wendigo may attempt to hide. If successful, the Wendigo may regenerate 1d12 Hit Points per successful Stealth check against the PC's party member with the highest passive perception.
Silver - The Wendigo has a natural disadvantage when it comes to silver weaponry. Any silver weapon used will always have Advantage on attack actions made against the Wendigo.
Multi-attack: The Wendigo makes two attacks.
Bite: Melee weapon attack. +7 to hit, reach 5ft., one target. Hit: 18 (3d10+5) piercing damage plus 6 (1d10) necrotic damage, Taking half as much on a DC14 CON saving throw.
Claw: Melee weapon attack. +7 to hit, reach 10ft., one target. Hit: 9 (2d6+4) slashing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Wendigoes can stealthily stalk victims for extended periods, thanks to supernatural speed, endurance and heightened senses such as hearing so profound they can pick up on panicked heartbeats from miles away. This skill comes in quite handy in the woods, no doubt.
Once the chase begins, wendigoes engage in a torturous game. They bait their prey, release shrieks or growls, and sometimes mimic human voices calling for help. When the hunt begins in earnest, a wendigo becomes all business. It will race after its prey, upending trees, creating animal stampedes (and thus more famine), and stirring up ice storms and tornadoes.
Don't be fooled into believing you're safe indoors. The wendigo can unlock doors and enter homes, where it will kill and eat the inhabitants before converting the cabins into wendigo domiciles for hibernation.
If you can't outrun a wendigo, can you outgun it? Not easily. A wounded wendigo simply regenerates. The trick is to employ silver bullets, or a pure silver blade or stake, and strike right through the wendigo's ice-cold heart. (Note: It's widely believed a silver-covered steel blade could work if you're in a pinch.)
Upon wounding the wendigo's heart, you must take care to shatter it into pieces, then lock the shattered heart in a silver box and bury it in a church cemetery.
Not one to seek a simple end, the rest of the wendigo must be dismembered with a silver-plated axe so you can salt and burn the body, and then scatter its ashes to the winds... or it may regenerate fully in 1d4+2 weeks.
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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