Large Monstrosity, Chaotic Evil
Armor Class 15 Natural
Hit Points 200 (16d10 + 6)
Speed 40 ft., Climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
4 (-3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +11, DEX +8, CON +11, WIS +7
Damage Vulnerabilities Fire
Damage Resistances Piercing and Slashing from nonmagical attacks, Bludgeoning
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 16
Languages Sylvan Can understand Common and Sylvan but cannot speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Insatiable Hunger:
The Wendigo’s overwhelming desire to feed grants it advantage on attack rolls against creatures that are frightened.

Terrifying Presence:
As a bonus action, the Wendigo can instill fear in creatures within 60 feet that can see it. Each creature must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadow Step:
The Wendigo can teleport between shadows. As a bonus action, it can move up to 60 feet to an unoccupied space it can see that is in dim light or darkness.

Regeneration:
The Wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Wendigo takes fire damage, this trait doesn’t function at the start of its next turn.

Chilling Howl (Recharge 5-6):
The Wendigo unleashes a terrifying howl. Each creature within 300 feet must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Flesh-Warped Minions (1/day):
As an action, the Wendigo can summon 2d4 Flesh-Warped Minions (use the stats for Flesh-Warped Minions) that appear in unoccupied spaces within 30 feet of it. The minions act on their own initiative count and are loyal to the Wendigo.

Echo of the Lost:
When a creature is reduced to 0 hit points by the Wendigo, it can choose to have its spirit join the Wendigo as a Flesh-Warped Minion instead of dying. The Wendigo can have up to five minions under its control this way.

Actions

Multiattack:
The Wendigo makes two attacks: one with its claws and one with its bite.

Claw Attack:
Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 3d8 + 6 slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or take an additional 2d6 necrotic damage.

Bite Attack:
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 3d10 + 6 piercing damage.

Bonus Actions

Flesh Warp
The Wendigo can choose one Flesh-Warped Minion under its control to enhance. That minion gains temporary hit points equal to 1d10 + the Wendigo's Charisma modifier and can make one additional attack on its next turn. This ability makes the minions more formidable and adds urgency to the encounter.

Call of the Lost (Recharge 5-6)
The Wendigo can use its bonus action to summon the spirits of the lost, creating an illusory image of a fallen victim within 30 feet. This illusion lasts until the end of the Wendigo's next turn and can be used to distract or terrify players, forcing them to make a DC 15 Wisdom saving throw to avoid being frightened.

Reactions

Haunting Laughter
When a creature within 30 feet of the Wendigo fails a saving throw against being frightened, the Wendigo can use its reaction to let out a chilling laugh. The creature takes 2d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

Bone-Chilling Glare
When a creature within 60 feet of the Wendigo makes an attack roll against it, the Wendigo can use its reaction to impose disadvantage on that roll. This ability embodies the dread it instills, causing even the bravest warriors to hesitate.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Wendigo is an embodiment of hunger and despair, a towering figure that evokes both fear and revulsion. Standing nearly 12 feet tall, its emaciated frame is a grotesque mockery of the human form, with skin stretched taut over its skeletal body. The pallor of its flesh is reminiscent of death itself, mottled with patches of decaying fur and bark-like growths that seem to pulse with an unnatural life.

Its face, a nightmarish visage, features hollow, sunken eyes that glow with a sickly blue light, piercing through the darkness like ethereal flames. The Wendigo's mouth is a jagged maw filled with razor-sharp teeth, perpetually twisted into a malevolent grin that hints at its insatiable appetite. Each movement is fluid yet unsettling, as it glides through the forest with a predatory grace that belies its size.

The air around the Wendigo grows frigid, a palpable chill that instills dread in all who encounter it. A miasma of sorrow and despair lingers in its wake, causing the flora to wither and die as if reflecting the suffering it has caused. Its presence is accompanied by an echoing cacophony of whispers, the agonized voices of its victims trapped in the woods, urging the living to flee.

The Wendigo is not merely a beast; it is a manifestation of the darkest aspects of humanity—greed, desperation, and the primal instinct to survive at any cost. It hunts not just for flesh but for souls, reveling in the terror it instills and the despair it feasts upon. In the depths of the Whispering Woods, it reigns supreme, a predator cloaked in shadow and sorrow, waiting for the next unwary traveler to stumble into its lair.

Lair and Lair Actions

Haunting Echoes:
The whispers of past victims fill the air. Any creature that hears these whispers must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on Wisdom saving throws while in the lair.

Corpse Mounds:
Piles of bones and remains act as difficult terrain. A creature moving through these areas must succeed on a DC 13 Dexterity saving throw or take 2d6 piercing damage from sharp bone fragments.

Illusory Terrain:
The lair contains areas of illusory terrain that can confuse and mislead intruders. Creatures must succeed on a DC 14 Intelligence (Investigation) check to discern the illusions from reality, risking becoming lost or trapped.

Lair Actions (Initiative 20):
On initiative count 20, the Wendigo can take one of the following lair actions:

  • Chilling Mist: A thick mist rolls through the lair, forcing all creatures within it to succeed on a DC 15 Constitution saving throw or be poisoned until the end of their next turn.

  • Spiritual Lament: The anguished spirits of the Wendigo's victims manifest, forcing all creatures in the lair to make a DC 15 Wisdom saving throw or take 3d6 psychic damage and be frightened until the end of their next turn.

Monster Tags: monstrosity

Habitat: Forest

kayleeschuyler

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