Ambusher. The Wendigo has advantage on attack rolls against any creature it has surprised.
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 16 Wisdom (Insight) check.
Pounce. If the Wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.
Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Multi-attack. 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 + 4) piercing damage. On a hit, the target must succeed on 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 + 4) slashing damage.
Description
A horrific creature formed from the nightmares of a man gone hungry.
In the vast expanses of the Realms, there exist legends of the starved ones. The legends explain ideas greater than themselves. These legends pass lessons of life from elder to minor. Stories of heroes battling in a never ceasing battle of good and evil. But some of these legends are of beasts one might find in a nightmare and might wish to never meet.
Of these legends, one of the most fearsome of them 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. When one is pushed to such depths their mind and body change to a grotesque form built to kill and torture all who meet them.
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