Fear Aura. Any creature that starts its turn within 30 feet of the Wendigo and can see it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Wendigo is within line of sight, 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 the Wendigo's Fear Aura for the next 24 hours.
Keen Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spider Climb. The Wendigo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Winter's Chill. The Wendigo exudes an aura of unnatural cold. All creatures that start their turn within 10 feet of the Wendigo take 10 (3d6) cold damage.
Multiattack. The Wendigo makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 7) piercing damage. The target must succeed on a DC 18 Constitution saving throw or be cursed with Wendigo Fever. The cursed target's hit point maximum decreases by 5 (1d10) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and if the target is humanoid, it rises as a Wendigo 24 hours later. The curse lasts until removed by the remove curse spell or similar magic.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 7) slashing damage.
Howl of the Wendigo (Recharge 5-6). The Wendigo emits a bone-chilling howl. Each creature within 120 feet of the Wendigo that can hear it must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 35 (10d6) psychic damage and is paralyzed with fear for 1 minute. On a successful save, a creature takes half as much damage and isn’t paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ravenous Charge. The Wendigo can move up to half its speed towards a creature it is not currently grappling. If it ends this movement within 5 feet of the creature, it can make a Bite attack against that creature.
Terrifying Leap. The Wendigo leaps up to 20 feet in any direction, including straight up, without provoking opportunity attacks. If it lands within 5 feet of a creature, that creature must succeed on a DC 18 Dexterity saving throw or be knocked prone.
Unnatural Agility. When the Wendigo is hit by an attack, it can use its reaction to move up to 15 feet. This movement does not provoke opportunity attacks.
Savage Counter. When a creature within 5 feet of the Wendigo misses it with a melee attack, the Wendigo can make a Claw attack against that cre
The Wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wendigo regains spent legendary actions at the start of its turn.
Move. The Wendigo moves up to its speed without provoking opportunity attacks.
Chilling Grasp. The Wendigo makes a Claw attack.
Devour (Costs 2 Actions). The Wendigo makes a Bite attack. If it hits, it regains hit points equal to the damage dealt.
Description
Wendigo is a mythological creature or evil spirit originating from Algonquian folklore. The concept of the wendigo has been widely used in literature and other works of art, such as social commentary and horror fiction.
The wendigo is often said to be a malevolent spirit, sometimes depicted as a creature with human-like characteristics, which possesses human beings. It is said to cause its victims a feeling of insatiable hunger, the desire to eat other humans, and the propensity to commit murder. In some representations, the wendigo is described as a giant humanoid with a heart of ice, whose approach is signaled by a foul stench or sudden unseasonable chill.
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