Gargantuan Beast, Any Alignment
Armor Class 16 Natural Armor
Hit Points 130 (18d12)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
24 (+7)
INT
13 (+1)
WIS
16 (+3)
CHA
5 (-3)
Damage Vulnerabilities Psychic
Senses Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Mimicry. The Wendigo is able to mimic humanoid voices, which are often cries for help. It is also able to perfectly mimic an animal. The voices can originate from a corpse within 120 ft. of the Wendigo.

Keen Hearing and Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Wendigo makes two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6(1d12) piercing damage plus 2 (1d4) poison damage.

Slam. Melee Weapon Attack: +11 to hit, Reach 20ft., one target. Hit 40 (3d12 + 7) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Tendril. Melee Weapon Attack: +6 to hit, Reach 20ft., one target. Hit 40 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be knocked prone.

Bonus Actions

 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 
Legendary Actions

Heart of Ice (Costs 1 Action). The Wendigo brings a heavy snowfall and freezing temperature with it. A snowy tempest appears in a 300-ft radius sphere following the Wendigo. The area inside the storm is considered as both difficult terrain and lightly obscured. The storm is masked from the outside by an illusory wall which resembles the surroundings.

Claw (Costs 1 Action). Cody can make a claw attack.

Cold Breath (Recharge 5–6). Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 cold damage on a failed save, or half as much damage on a successful one.

 

 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2024 6:18:48 PM
2
1
5
Coming Soon
DisgruntledGuac

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