Ancient Spirit. Any attacks made by the Wendigo are considered magical.
Keen Hearing and Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sense Magic. The Wendigo senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Stalker. The Wendigo is invisible and imperceivable if in darkness, only noticeable via true sight or magic. There will be occasional snapping twigs. If the Wendigo is wounded, It will be visible by glowing white eyes and audible by low growling.
Mimic. The Wendigo can mimic any voice that its already heard in common.
Ward. When a spell or magic is cast on a Wendigo, it may attempt to make a roll where it adds its wisdom modifier and if the total is higher then the spell casting total, the magic is instantly disbanded.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 35 (8d6 + 7) piercing damage.
Multiattack. The Wendigo makes 3 attack actions, one with its bite and two with its claws.
The wendigo can make one legendary action per night.
Whistling Wind. The Wendigo creates a strange magical wind that affects one creature that is unaware of the Wendigo's presence within a three mile radius, and that creature hears a strange whistling wind that only it can hear. It must succeed on a DC 16 Wisdom test or be magically charmed. While charmed, that creature cannot take any reactions or think for itself. That creature has no other will other than head towards the Wendigo. It will head into the Wendigo's forest and will magically know where to go. The charm ends once it's able to see the Wendigo or if it's shaken by another creature/harmed.
Previous Versions
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10/7/2024 5:16:52 PM
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Coming Soon
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