Medium Or Small Fey, Typically Neutral Evil
Armor Class 15
Hit Points 95 (10d8 + 50)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +8, WIS +4
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Darkvision 60ft, Passive Perception 14
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Regeneration - The Wendigo regains 10 hit points at teh start of its turn if it has at least 1 hit point.

Actions

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

Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. (2d6+5) slashing damage.

Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. (1d10 +4) piercing damage, and the target must make a DC 15 Constitution Saving Throw, taking (2d8) cold damage on a failed save or half as much on a successful save.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Can use legendary action to "Bite" (3x per fight)

Legendary Actions

3 Total Uses

Bite (Costs 1 Actions). Melee Weapon Attack + 7 to hit, reach 5 ft., one target. (1d10 +4) piercing damage, and the target must make a DC 15 Constitution Saving Throw, taking (2d8) cold damage on a failed save or half as much on a successful save.

Mythic Actions

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

Shadow Step: The Wendigo can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. The Wendigo then has advantage on the first melee attack it makes before the end of the turn.

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.

Habitat: Forest

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