Special Trait Name. Cold Aura-While it's alive, the wendigo generates an aura of bitter cold that fills the area within 10 ft of it. At the start of the wendigo's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 ft of the wendigo takes 10 (3d6) cold damage.
Turning Defiance-The wendigo has advantage on saving throws against effects that turn undead.
Mimicry-The wendigo can mimic any sounds it has hear, including voices. A creature that hears the sounds can tell they are imitations with a successful DC wisdom (18) check (insight)
Masks of the Wild-The wendigo can attempt to hide even when its only covered by foliage, heavy rain,mist, falling snow or other natural phenomena
Regeneration-The wendigo regains 30 hit points at the start of its turn if it has at least 1 hp. If the wendigo takes radiant or fire damage, this trait doesn't function at the start of its next turn.
Undead Fortitude-After successfully reducing the Wendigo to 0 hit points, it will return to 1 hit point in 1d4 minutes unless a special ritual is conducted:
Wendigo Fever-This curse causes the infected creature to suffer from unending weakness and hunger. The creature must succeed a DC 18 constitution saving throw at the end of each long rest, or gain one level of exhaustion. If the creature dies while infected it rises as a wendigo 1 day later. CURSE CAN BE REMOVED WITH REMOVE CURSE/ GREATER RESTORATION
Action Name. Multiattack-the creature makes 3 attacks,one with its bite and 2 with its claws.
Bite-Melee attack +9 to hit, reach 5 ft (Hit 17) (2d8+8 piercing damage) If not immune to disease must make a DC 18 constitution saving throw or be afflicted with Wendigo fever.
Claws- +9 to hit reach 10 feet Hit.17 (2d8+8) slashing damage
Action Melee Attack. Bite: +9 to hit, reach 5 ft., 1 target. Hit: 17(2d8 + 8) [piercing damage.
Claws:+9 to hit, reach 5ft., 1 target. Hit 17(2d8+8)[slashing damage.
Agressive: As a bonus action the wendigo moves full speed toward a hostile creature it can see.
Stalk: The wendigo can take the hide action as a bonus action on each of its turns.
The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of a creatures turn
Legendary Action Name (Costs # Actions). Curse of Hunger: (Costs 3 actions) The wendigo targets one creature within 60 feet of it. The target must succeed a DC 18 Constitution saving throw or become cursed with Wendigos Fever
Devour: The wendigo makes one bite toward a prone creature within 5 feet of it, if the attack hits, the target takes an extra (4d6) narcotic damage and the wendigo regains hp equal to half damage dealt
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
A wendigo is a horrific creature that was once a humanoid who succumbed to cannibalism in a desperate attempt to survive the harsh winter. Consumed by an insatiable hunger for flesh, the wendigo transforms into a gaunt, skeletal beast with antlers, claws, and glowing eyes. A wendigo stalks the frozen lands, hunting for more victims to devour and spreading its curse to those who eat the flesh of their own kind or are bitten by the Wendigo.
Lair and Lair Actions
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:
- Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the Wendigo, imposing disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. which lasts until the next time the Wendigo uses a lair action or until the Wendigo dies.
- Freezing fog fills a 20-foot-radius sphere centered on a point the Wendigo can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog, when it appears, must make a DC 18 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the Wendigo uses this lair action again or until the Wendigo dies.Regional Effects
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/16/2024 7:14:12 PM
|
1
|
1
|
5e
|
Coming Soon
|
Comments