Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed wendigo gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 10 feet of the place where it died.
Resistance. Wendigo have advantage on all saving throws.
Wendigo’s Curse. A creature affected by the Wendigo’s Curse has its speed halved and gains one level of exhaustion per day. If the creature reaches 6 levels of exhaustion, it does not die but is turned into a wendigo. The curse can be removed by a lesser restoration spell.
Multiattack. The wendigo can use its Dreadful Glare and makes two attacks with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 21 (6d6) necrotic damage.
Dreadful Glare. The wendigo targets one creature it can see within 70 feet of it. If the target can see the wendigo, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the wendigo’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all wendigo for the next 24 hours.
The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used 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.
Curse. (Costs 3 actions)The wendigo can affect one creature within 10 feet of it with its Wendigo’s Curse.
Blinding Dust. Blinding dust and sand swirls magically around the wendigo. Each creature within 5 feet of the wendigo must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Channel Negative Energy (Costs 2 Actions). The wendigo magically unleashes negative energy. Creatures within 60 feet of the wendigo, including ones behind barriers and around corners, can't regain hit points until the end of the wendigo’s next turn.
Description
Wendigo are humans who directed to cannibalism to survive, or victims of a deadlock. To kill a wendigo, you must rip out its heart, burn it in a fire, then spread the ashes in a silver chest worth at least 50 sp and bury the chest in the ground.
Lair and Lair Actions
A Wendigo’s Lair
A wendigo’s lair is a cave in a forest or swamp.
A wendigo encountered in its lair has a challenge rating of 22 (41,000 XP)
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.
- Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
- The wendigo becomes invisible until it moves or takes an action.
- Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 3rd level or lower in the wendigo’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.
Regional Effects
A wendigo’s cave is warped in any of the following ways by the creature’s dark presence:
- Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
If the wendigo is destroyed, these regional effects fade over the course of 3d6 days.
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