Regeneration - The Wendigo regains 10 hit points at teh start of its turn if it has at least 1 hit point.
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.
Enter the description for how bonus actions work for your monster here.
Can use legendary action to "Bite" (3x per fight)
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.
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.