| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Ice Walk. The wendigo can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Multiattack. The wendigo makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Wendigo's Howl (Recharge 5-6). The wendigo emits a soul-chilling howl. Each creature within 60 feet of the wendigo that can hear the howl must succeed on a DC 18 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, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's howl for the next 24 hours.
Possess (Recharge 5-6). The wendigo attempts to possess a creature it can see within 5 feet. The target must succeed on a DC 18 Wisdom saving throw or be possessed by the wendigo. While possessed, the target's body is controlled by the wendigo, and the target's soul is trapped within its own body. The wendigo has access to all the target's abilities, but it can't use any legendary actions or lair actions. The wendigo doesn't take any damage except psychic damage while possessing a creature. Any other damage dealt to the possessed creature is taken by the target's body instead. At the end of each of the wendigo's turns, the possessed target can repeat the saving throw, ending the effect on a success.
The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The wendigo regains spent legendary actions at the start of its turn.
- Attack. The wendigo makes one bite or claw attack.
- Move. The wendigo moves up to its speed.
- Detect Weakness. The wendigo magically senses the creature within 120 feet of it that has the lowest Wisdom score.
- Chilling Whisper (Costs 2 Actions). The wendigo whispers a chilling message to one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or take 17 (5d6) psychic damage and have disadvantage on its next attack roll before the end of the wendigo's next turn.
Description
This wendigo is an apex predator of the frozen wastes, a creature of immense power and terrifying hunger. Its emaciated frame belies its incredible strength, and its eyes burn with an icy fire that can freeze the soul. Its howl echoes through the frozen wilderness, a chilling reminder of the wendigo's insatiable hunger.
This creature is more than just a ravenous beast; it is a master manipulator, capable of twisting the minds of its prey and bending them to its will. Its chilling whispers can weaken the resolve of even the most stalwart heroes, leaving them vulnerable to its physical and spiritual attacks.
Lair and 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:
- A blizzard rages in a 60-foot-radius sphere centered on the wendigo. The area becomes heavily obscured, and the temperature drops to a frigid level. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 10 (3d6) cold damage.
- The wendigo's chilling aura intensifies. Each creature within 30 feet of the wendigo must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the wendigo's next turn.
- The ground within 60 feet of the wendigo becomes difficult terrain as the earth freezes solid.
Regional Effects
The region containing a wendigo's lair is warped by the creature's presence, which creates one or more of the following effects:
- The temperature within 6 miles of the wendigo's lair is unnaturally cold, even in the summer months.
- Animals within 1 mile of the lair are driven mad with hunger, becoming aggressive and predatory.
- Travelers within 1 mile of the lair are plagued by nightmares and feelings of unease.
If the wendigo dies, these effects fade over the course of 1d10 days.
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