Medium Undead, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 119 (17d8 + 34)
Speed 50 ft., Climb 50 ft.
STR
17 (+3)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +6, DEX +7, CON +5
Skills Deception +5, Perception +4, Stealth +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Any languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Deadly Hunter. Advantage on Dexterity (Stealth) checks in forests, mountains, underground and in tundra.

Expert Ambusher. If the Wendigo is not surprised, on the first round of combat, the Wendigo gains an extra turn on initiative count 20.

Keen Senses. Advantage on any Wisdom (Perception) checks that rely on smell or hearing.

Mimicry. The Wendigo can mimic animal sounds and humanoid voices. A creature that hears these sounds can tell they are an imitation with a DC 15 Wisdom (Insight) check.

Cleansed Through Fire. The Wendigo will revive after 1d12 hours unless it was reduced to 0 hitpoints due to fire damage or the body is set on fire.

 

Actions

MultiattackThe Wendigo makes three attacks: one with its bite and two with its claws. If it can, the Wendigo uses its Piercing Screech instead of its bite.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage and 3d6 necrotic damage. The Wendigo regains hit points equal to the amount of necrotic damage dealt unless the target is an undead or construct.

ClawMelee weapon attack: +6 to hit, reach 5ft., one target. Hit: 2d6 + 4 slashing damage. If both claw attacks hit the same creature, the target is grappled (escape DC 16). Until this grapple ends the creature is restrained and the Wendigo cannot use its claw attacks on another target.

Piercing Screech (Recharge 5-6). The Wendigo emits a screech that pierces the soul. Each creature within 30 ft. must succeed on a DC 15 Wisdom saving throw or take 4d6 psychic damage and be stunned for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the stun on a success.

Habitat: ArcticForestMountainUnderdark

Draximos

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