Huge Undead, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 145 (14d12 + 54)
Speed 60 ft., Climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws WIS +8
Skills Stealth +13
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Truesight 30 ft. (This only works if the wendigo chooses to concentrate.), Passive Perception 17
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Legendary Actions

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

Name Date Modified Views Adds Version Actions
10/7/2024 5:16:52 PM
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Coming Soon

Habitat: Forest

Bountyhunter4t6

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