Large Monstrosity (Minotaur, Shapechanger), Chaotic Evil
Armor Class 16 natural
Hit Points 52 (8d8 + 16)
Speed 40 ft.
STR
15 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
16 (+3)
Skills Intimidation +5
Damage Vulnerabilities Fire
Damage Resistances Necrotic
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft, Passive Perception 10
Languages Common Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Ambusher. The Wendigo has advantage on attack rolls against any creatures with the surprised condition.

Mimicry. The Wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Monsterous Visage. While hidden the Wendigo can use an action to appear and frighten a creatue within 30 ft for 1 minute,  DC 15 wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Charge. If the Wendigo moves at least 20 feet in a straight line toward a creature and uses an attack action, the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The Wendigo makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. On a hit, the target must succeed a DC 13 Constitution saving throw or take an additional 9 (2d8) necrotic damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage

Bonus Actions

Masks of the Wild. The Wendigo can attempt to hide when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Description

There is a curse that dwells in the land… Should any resort to cannibalism in this realm, the spirit of the Wendigo shall be loosed unto them…A horrific creature formed by necessity driven hunger gone mad.

In the vast expanses of Isdreki, there exists legends of the indigenous Goliaths. Legends to explain ideas greater than themselves. Legends to pass lessons of life from elder to minor. Stories of heroes, and cryptids battling in a never ceasing battles of good and evil.

Of these legends, one of the most fearsome of these cryptids is the dreaded Wendigo. A spirit of cannibalism that possesses the weak of will. When tribesmen are isolated in their homes, trapped by the deep snows and treacherous cold, and the scarcity of food seeps deeper into the soul, the ravenous nature of the Wendigo begins to take hold

 

Lair and Lair Actions

The Wendigo is a cryptid spirt, Its lair need no physical location, only the desparation of the those diven to insanity by hunger. 

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 reanimates 2 corpses as zombies.
  • The icy conditions deal 1d8 cold damge on a failed DC 13 Constituion saving throw.

Regional Effects

The region containing the legendary Wendigo drives the local inhabbitants insane as the effects of winter and the fear of starvation sets in, which creates one or more of the following effects:

  • Extended rests only give the benefit of a short rest.
  • Every day spent in the region requires a DC 14 CON save to stave off the effects of starvation, a failed save leads to one level of exhaustion. A creature can remove a level of exhaustion through something purely good or purely evil. Such as giving their supplies to those in more need or tricking someone into a situation where the only oucome is their death to feed your hungering lust.

If the Wendigo is defeated, these effects fade over the course of 1d4 days.

Monster Tags: monstrosity

Habitat: Arctic

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