Legendary Resistance (3/Day). If the wendigo fails a saving throw, it can choose to succeed instead.
Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn't function at the start of the wendigo's next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't regenerate.
Horrifying Visage. Each non-undead creature within 60 feet of the wendigo that can see it must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the wendigo is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the wendigo's Horrifying Visage for the next 24 hours.
Control Weather (1/day) as per the druid spell.
Wind Walker (3/day) As per the druid spell Wind Walk.
Mimicry. The wendigo can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 20 Wisdom (Insight) check.
Multiattack. The Wendigo makes three attacks: two with its claws and one with its bite.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, plus 14 (4d6) cold damage.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
Howl (Costs 2 Actions). The wendigo releases a terrifying howl forcing all creatures within 120 feet that can hear it to roll a saving throw against its' Horrifying Visage, even if they have already succeeded against it.
Detect (Costs 1 Action). The wendigo makes a Wisdom (Perception) check.
Claw (Costs 1 Action). The wendigo makes one claw attack.
Description
Beings of ancient evil, wendigos haunt the minds of mortals, driving them to desperation and, ultimately, cannibalistic madness. They enjoy whittling down prey before they strike, trailing victims for days, even weeks, while plaguing their journeys with nightmares and foul weather.
Tribal humanoids sometimes worship wendigos as gods, bringing them live sacrifices or attempting to appease the creatures by engaging in ritual cannibalism. They mark a wendigo's territory with fetishes and dress in the furs and hides of whatever animal it most closely resembles. Wendigos take little interest in the practices of their worshipers, and view them only as an ample supply of victims.
Lair and Lair Actions
A Wendigo often claims a single forest or mountain as their territory.
Lair Actions
On initiative count 20 (losing initiative ties), 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:
- The wendigo creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 in the next three rounds.
- A blisteringly cold wind blows through the lair near the wendigo. Each creature within 120 feet of the wendigo must succeed on a DC 15 Constitution saving throw or take 16 (4d8) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary wendigo’s lair is desolate and barren, which creates one or more of the following effects:
- Local flora appears withered and malnourished, and most of the wildlife seems to have fled, requiring a DC 20 Wisdom (Survival) check to provide enough food.
- The local climate is miserable, with extreme cold and strong winds that the wendigo maintains with its Control Weather ability. (see page 110 of the DMG for details)
- Once per day, the wendigo can enter the dreams of a sleeping creature in its territory, plaguing it with ghastly visions. The creature must make a DC 15 Wisdom saving throw or not gain the benefits of a long rest.
If the wendigo dies, these effects fade over the course of 1d10 days.
Previous Versions
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10/22/2019 3:47:41 AM
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1.0
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Coming Soon
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