Spellcasting-
The Wendigo is a level-4 spellcaster. The Wendigo has the following Necromancer spells prepared:
Cantrips (at will): Chill touch (Deal 1d8 Necrotic damage, cannot heal until beginning of your next turn.)
1st level (3 Slots): Ray of sickness (deal 2d8 poison damage, must make a constitution saving throw, if failed poisoned until beginning of your next turn)
2nd level (3 Slots): Blindness/Deafness (blind or deafen an enemy, they make a constitution saving throw, if failed it gains it until they get rid of it by succeeding on at the end of every turn they make.)
3rd level (2 Slots): Vampiric touch (Concentration, make a spell saving throw, above 14 any attacks on that creature you gain half in health. Immediately deal 3d6 damage)
4th level (2 Slots): Blight (Deal 8d8 necrotic damage to a creature within 30 ft, if it succeeds it takes half damage. Doesn't work against constructs/undead)
Deadly Strike-
If a creature is within 40 ft and below 15 hit points the Wendigo rolls a strength check, if above 13 the Wendigo lunges at the creature and kills it instantly
Multi Attack-
Must have three targets within 40 ft of each other, the Wendigo will lunge to each victim from the last. Roll 2d20 per lunge
Deafening Scream- (Three turn recharge)
In the direction the Wendigo is facing it will scream causing all players in a 150 by 10 ft cone to make a constitution saving throw. All who fail will faint (lie prone for 2 turns). Afterwards the Wendigo is prone for one turn
Lunge-
The Wendigo will lunge 40 ft in any direction. Deal 2d20 damage to victim.
Battlecry-
If the Wendigo gets attacked before it may attack it uses "Deafening Scream" on the attacker. This enacts without needing to lay prone after. It also doesn't need any recharge to use again,
Legendary Resistance (3/Day)
If the Wendigo loses a saving throw it may choose to win
Description
The Wendigo is a massive demon found in the under dark. The Wendigo is very fast, does lots of damage, and has several immunities. They are very stealthy and have dark vision for 300 ft. Recommended for large groups with several high levels. Using two players of very high level is also effective if they have hunted Wendigos before. The Wendigo cannot attack only two with its multi attack, and if they stay far enough apart and attack with range, it's helpless.
Lair and Lair Actions
Wendigos are often found alone, however if found in a lair there will be one legendary Wendigo (Roll a d20, 1, 5, 10, 15, or 20 will cause one to spawn), and two adults, plus babies (Babies only flee, if restrained by two characters and spoke to it may be tamed.)
Lair Actions
On initiative count # 1, the Wendigo takes a lair action to cause one of the following effects; the Wendigo can’t use the same effect two rounds in a row:
- Wendigo may use multi attack among all creatures within a 60 ft range of each other. 2 Wendigos max can use this
- All Wendigos will deafening scream, players must consecutively win each Constitution saving throw in order. If the player fails the first it will faint plus lay prone for 1 additional turn per scream.
Extra actions- (Legendary Wendigo)
At half health the Wendigo will not lose any more health (that turn) and will stop at exactly 38 health. It will cast true Resurrection on one fallen being of its choice, (if nothing is dead nothing will happen), it will be bound to obey the Wendigo until it dies or the Wendigo dies.
At 19 health it will cast true resurrection on two beings of choice. If it can not resurrect at least one creature it will go to 39 health.
At 1 health it will cast true resurrection on all creatures within a 200 ft range. (20 max) If it cannot resurrect at least two creatures it will disappear leaving no xp gain for the whole fight.
Regional Effects
The region containing a legendary Wendigo's lair contains poisonous air and if extremely hot , which creates one or more of the following effects:
- At the start of every turn the character will make a strength saving throw, if failed they will take 1d12 of poison damage
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