| 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 |
Consume Flesh of the Dead: 2D10 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.).
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, +3 Axe, +3 Dagger, etc.).
Bite: STR->16, D20+STR to succeed; Attack->8 if the target is grappled. 2D10 Damage, DC16 DEX to avoid.
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.
Foul words of the Betrayer: Deception->17. The user speaks to one target and plants seeds of sinful into their brain. The victim must try and resist the urge to consume the flesh of any living being nearby. Roll a percentile of 75 or above to keep from trying to consume others, 3 successes to remove the mindset.
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 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. The hair or feathers they once grew are gone, replaced with open wounds. They gained a paler shade of their former skin. 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.
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