Large Monstrosity, Chaotic Evil
AC 21 Natural Armor    Initiative +4 (14)
HP 193 (14d12 + 102)
Speed 50 ft., Climb 50 ft.
Mod Save
STR 25 +7 +12
DEX 18 +4 +4
CON 22 +6 +11
Mod Save
INT 15 +2 +2
WIS 17 +3 +3
CHA 4 −3 −3
Skills Perception +5, Stealth +9
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft.; Passive Perception 18
Languages None
CR 13 (XP 10,000; PB +5)
Traits

Silent Stalker. The wendigo gets proficiency and an additional +5 to stealth rolls.

Horrid Stench. The wendigo has to re-roll any stealth checks while within 30 ft. of any creature with no proficiency and with a -3 to that roll. While in combat, all creatures within 30 ft. of the wendigo must succeed a DC 20 Constitution saving throw or be Poisoned for 1 minute. if you succeed, you are immune to the Wendigo's horrid Stench for 24 hours.

Wailing Beast. Every time the wendigo is affected by any spell or anything that would cause it to make noise, such as Tasha's Hideous Laughter, it forcibly uses Wail without expending an action.

 

Actions

Multiattack. The wendigo uses Claws of Necrosis twice, or uses Claws of Necrosis and Bite.

Bite. Melee Attack Roll: +14, reach 5 ft. Hit: 45 (3d12 + 27) Piercing damage, and 32(2d12 + 19).

Claws of Necrosis. Melee Attack Roll: +16, reach 10 ft. Hit: 29 (2d12 + 16) Slashing damage, and 49(3d12 + 31). The target must succeed a DC 19 Constitution saving throw or have all healing be halved for 5 rounds.

Gore. If the wendigo moves 30 ft., they can use this attack. Melee Attack Roll: +18, reach 10 ft. Hit: 72 (5d12 + 39) Bludgeoning damage and be knocked Prone.

Legendary Actions

The wendigo gets 3 legendary actions, and recharges 1d3 actions on its turn.

Frightful Presence (1/Battle). As an action, the wendigo can force each creature of its choice within 60 feet that can see or hear it to make a DC 17 Wisdom saving throw. On a failed save, creatures are frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if the wendigo is within line of sight.

Move. The wendigo moves up to it's speed.

Attack. The wendigo either uses Claws of Necrosis or Bite

Wail (Recharge 5-6), (Costs 2 Actions). Ranged Spell Attack: The target everybody within 100 ft. must succeed a DC 23 Wisdom saving throw or be Frightened for 1 minute, and take 42 (3d12 + 22) Psychic damage. On a successful save, the target takes half damage and isn't Frightened, and is immune to the wail for 1 hour. Any affected creature can re-roll their save on the start of their turn, ending the effect on a success.

Description

The wendigo is a towering, emaciated monstrosity, its gaunt frame stretched by unnatural hunger. Patches of mangy, frost-rimed fur cling to its skeletal body, and jagged bones jut through its pale, leathery skin. Its limbs are long and crooked, with talon-like claws that seem better suited for tearing flesh than moving through snow. The creature’s face is a grotesque fusion of human and beast—sunken eyes burning with malevolent hunger, a distended jaw with jagged teeth, and a crown of broken antlers twisted by unnatural growth.

In the frigid night, its breath steams heavily, and the stench of decay follows it like a malignant fog.

Habitat: ForestHillSwampUnderdark

Fairlymaidenless

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