Large unknown (Any Race, Cervan, Changeling, Cursed, Human), Any Evil Alignment
AC 14    Initiative +4 (14)
HP 125 (10d10)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 20 +5 +8
DEX 18 +4 +7
CON 10 +0 +0
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 12 +1 +4
Skills Animal Handling +6, Deception +8, Nature +6
Vulnerabilities Acid, Fire, Radiant
Immunities Cold, Necrotic; Frightened, Paralyzed, Petrified, Unconscious
Gear Rune of Hiding
Senses Passive Perception 8
Languages Undead, Common, Cryptic, (Native Language of Wendigo's former species)
CR 6 (XP 2,300; PB +3)
Traits

Consume Flesh of the Dead: 1D10 of health restored per pound of dead flesh eaten. 6 uses out of combat per day & 5 per combat.

Misleading Voice: Deception->5, Deception ->5 plus 1 every time a phrase is spoken. The user will mimic the voice of someone the user has heard. Unlimited use outside of combat with 20 minutes between uses

Nature's Path: Walk through any kind of naturally occurring terrain without difficulty, (Dirt, Wooded, Rocky, etc.).

Actions

Scratch: Attack->14, D20+STR to succeed. 1D10 per swipe, D8 for the amount of swipes. DC14 DEX save to avoid.

Weapon of Broken Bone: DEX->17, D20+DEX to succeed. Use a bone from a deceased being or the user if undead. If the bone is from the user, -10 HP on success and -20 HP on failure along with no weapon. The bone will be transformed into a handheld weapon of choice (Similar to a +3 Sword, Axe, Dagger, etc). 

Bite: STR->16, D20+STR to succeed; Attack->8 if the target is grappled. 2D10 Damage, DC16 DEX to avoid.

Bonus Actions

Tree Defense of the Dying Bark: Acrobatics->13, DEX->10 to stay inside the tree. Hide inside a tree for 10 minutes on the initial roll, and 2 minutes or 1 round per combat. Once a tree has been left, the tree withers and dies. The user will be able to see and hear outside of the tree. -2 HP per use of the ability. If the tree is destroyed while inside, the user will lose 15 HP. 4 uses per combat, unlimited use outside of combat. 

Reactions

Piercing Antler: STR 15 & Acrobatics 15. Piercing damage of 1D10. Pierce a target of choosing with antlers from the user's head.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

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

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

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

Description

Wendigos are made, not born. When a being consumes the flesh of another of its kind, a curse is placed upon them. Those who were more connected to nature than others received the body parts of a deer in replace of their own. Their bodies with gained height are decayed and torn. They can now only feast on raw meat and the flesh of what species they once were.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestGrasslandMountainUrban

AshStarborn

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