Special Traits
Frost Aura:
The Wendowalker emits an aura of freezing cold in a 30-foot radius. Any creature that starts its turn within the aura must succeed on a DC 18 Constitution saving throw or take 10 (3d6) cold damage. The Wendowalker can suppress or activate this aura as a bonus action.
Supernatural Speed:
The Wendowalker is so fast that it becomes invisible for brief moments when moving. When it takes the Dash action, it becomes invisible until the start of its next turn. Invisibility ends early if the Wendowalker attacks or casts a spell.
Ice Regeneration:
The Wendowalker regenerates 20 hit points at the start of its turn if it has at least 1 hit point and isn't in direct sunlight. If the Wendowalker takes fire damage, this regeneration stops until the end of its next turn.
Hybrid Wendigo Form:
As a bonus action, the Wendowalker can transform into its Wendigo hybrid form, gaining a terrifying and wild appearance. While in this form:
- It has advantage on melee attack rolls.
- It deals an extra 10 (3d6) cold damage on all melee attacks.
- It has disadvantage on Wisdom saving throws and Charisma-based skill checks, as its primal greed and aggression take over.
- Its base speed increases to 80 feet.
Greedy Hunger:
The Wendowalker suffers from an insatiable hunger for flesh. If it deals damage to a creature with 0 hit points, it can make a bite attack as a bonus action. When it successfully deals damage with its bite, it regains hit points equal to half the damage dealt.
Wendigo Resilience: The Wendowalker has resistance to cold damage and vulnerability to fire damage. Additionally, it has advantage on saving throws against being charmed, frightened or by any way manipulated mentally
Actions
Multiattack (both Human and hybrid Form):
The Wendowalker makes three attacks: one with its Bite and two with its Claws.
Claw (Both Human and Hybrid Form ):
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 6) slashing damage, plus 10 (3d6) cold damage.
Bite (Hybrid Form Only):
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 6) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Silver Thread (Recharge 5–6):
The Wendowalker lashes out with threads sharper than diamond blades. Each creature in a 20-foot cone must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) slashing damage and is restrained by the threads. A restrained creature can make a DC 18 Strength check at the start of each of its turns to free itself.
Winter's Breath (Recharge 5–6):
The Wendowalker exhales a blast of icy wind in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Creatures who fail the save also have their speed halved for 1 minute.
Hybrid Transformation:
As a bonus action, the Wendowalker can transform into its Wendigo hybrid form, gaining the benefits listed under the "Hybrid Wendigo Form" trait.
Consume Flesh (Hybrid Form Only):
The Wendowalker can make a bite attack as a bonus action against a creature it has reduced to 0 hit points during this turn. If the bite attack is successful, the Wendowalker regains hit points equal to half the damage dealt.
Blur of Speed:
When a creature the Wendowalker can see targets it with an attack, it can use its reaction to impose disadvantage on the attack roll by moving with supernatural speed. The Wendowalker must be able to move at least 5 feet to use this reaction.
Glacial Revenge:
When the Wendowalker is reduced to 50 hit points or fewer, it can use its reaction to release a burst of freezing energy. All creatures within 20 feet of the Wendowalker must make a DC 18 Dexterity saving throw, taking 25 (7d6) cold damage on a failed save, or half as much on a successful one.
Legendary Actions
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Hypnosis Gaze (Costs 2 Actions):
The Wendowalker focuses its icy gaze on a creature within 60 feet that can see its eyes. The target must succeed on a DC 16 Wisdom saving throw or be compelled to drop any weapons or magic items they are holding. The items fall to the ground if the Wendowalker is not within reach. The effect lasts until the start of the Wendowalker's next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours. -
Breath of Cold Greed (Costs 3 Actions):
The Wendowalker exhales a chilling mist in a 60-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a successful one. Additionally, affected creatures have their maximum HP reduced by 10 (3d6) and their speed is reduced by 20 feet until the end of their next turn. -
Snowstorm Summon (Costs 2 Actions):
The Wendowalker conjures a fierce snowstorm in a 60-foot radius centered on a point it can see within 120 feet. The area becomes difficult terrain, and any creature that starts its turn in the area must make a DC 16 Constitution saving throw, taking 25 (7d6) cold damage on a failed save, or half as much on a successful one. The snowstorm lasts for 1 minute, but the Wendowalker can end it as a bonus action. -
Being Merciless (Costs 2 Actions):
When the Wendowalker successfully knocks out a creature with its bite attack, it can use this legendary action to copy one special ability or spell (excluding legendary or mythical actions) from the creature. The Wendowalker can use this copied ability or spell as if it were its own for 1 minute.
1. Glacial Gaze (Costs 3 Actions):
The Wendowalker fixes its gaze on a creature within 60 feet. The target must make a DC 16 Wisdom saving throw. On a failed save, the target is paralyzed with fear until the end of its next turn. Additionally, the Wendowalker can use this gaze to force the target to drop any items it is holding if the Wendowalker is not within reach.
2. Shattering Ice Strike (Recharge 5–6):
The Wendowalker slams the ground with its claws, creating a shockwave of shattering ice. All creatures within a 30-foot radius centered on the Wendowalker must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 30 (6d8 + 6) cold damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. The ice debris remains on the ground for 1 minute, creating difficult terrain.
3. Frigid Step (Recharge 5–6):
The Wendowalker uses its supernatural speed to make a swift dash through a 60-foot line. Each creature in the line must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 25 (5d8) cold damage and is slowed, having its speed reduced by half until the end of its next turn. On a successful save, the creature takes half damage and is not slowed. The Wendowalker can move through the line without provoking opportunity attacks.
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Description
The Wendowalkers belong to a race group known as "The Froskin Kin". This group is characterized by their dual nature, blending human and supernatural attributes in a way that grants them unique abilities and challenges. Members of The Froskin Kin are often marked by their ability to harness the power of winter and ice, with varying degrees of control over these elemental forces. Wendowalkers are of Medium size, typically ranging from 5'5 to 7 feet tall when in their human form. In their Wendigo hybrid form, they grow even larger to at least 8 to 9 ft. they typically lives forever but can be killed with Decapitation
Lair and Lair Actions
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Ice Spikes (Initiative Count 20 - Recharges on a Long Rest):
The Wendowalker causes sharp ice spikes to erupt from the ground in a 20-foot radius centered on a point it can see within 120 feet. Each creature in that area must make a DC 15 Dexterity saving throw, taking 20 (6d6) piercing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the Wendowalker's next turn. -
Frozen Ground (Initiative Count 20 - Recharges on a Long Rest):
The Wendowalker can cause the ground in a 60-foot radius centered on a point it can see within 120 feet to become covered in a thick layer of ice. The area becomes difficult terrain and any creature that starts its turn in the area must succeed on a DC 15 Dexterity saving throw or fall prone.
Previous Versions
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9/6/2024 8:19:08 PM
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Coming Soon
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