| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +10 |
| CHA | 19 | +4 | +14 |
Amphibious. The Wendigo can breathe air and water.
Illusory Appearance. The Wendigo covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of her general size and humanoid shape. The illusion ends if the Wendigo takes a bonus action to end it or if they die.
The changes wrought by this effect fail to hold up to physical inspection. For example, The Wendigo could appear to have smooth skin, but someone touching her would feel rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern the disguised.
Innate Spellcasting. The Wendigo’s innate spellcasting ability is Charisma (spell save DC 17). They can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery, pass without trace, Invisibility, and Disguise Self
Multiattack. The Wendigo can make 3 attacks per turn. 2 with its Claws and 1 with it’s Antler Spear or cast a spell from its innate spell casting list.
Antler Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., range 60/90 ft, 1 target. Hit: 15 (1d8 + 2) [Piercing] damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 2) slashing damage.
The Wendigo can take 2 legendary actions, choosing from the options below. Only one legendary action option 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 & Move (Costs 1 Actions). The Wendigo makes an attack with either its claws and moves up to its movement speed.
Shriek - Recharge . The Wendigo emits a terrible shriek. Each enemy within 60 feet of the Wendigo that can hear it must succeed on a DC: 15 Constitution saving throw or use their reaction to cover their ears until the start of their next turn when they can use a bonus action to return to their prepared stance. For each character in range The Wendigo regains 1d8 temporary hit points.
Description
Before Pine Hollow was Pine Hollow, the forest had another name—a name carved in the dying breaths of a man abandoned by kin, left to starve in the heart of winter. Alone. Betrayed. Driven by a hunger that begged him to survive. What he did to live twisted him beyond redemption.
He fed on flesh, yes—but what grew in him was not just starvation, but spite, seeded deep by grief and betrayal. When his soul cracked, something ancient welcomed him in. His body perished beneath gnarled roots, but his hatred remained. That place became his cradle. And his anchor.
Now known only by whispered legends as the Wendigo Root, his spirit waits patiently beneath soil and sorrow. Every generation brings someone grieving enough, desperate enough, to bury their lost too close to his resting place. And when they do… he returns. For the Wendigo, death is not exile—it is rest. And rest is temporary.
“What is dead can not die.” —a phrase he repeats with calm certainty, just before the woods begin to rot.
Notable Traits of the Wendigo’s Resurrection • His essence binds to sorrowful burials, making cemeteries in Pine Hollow subtly animate with his presence. • When defeated, his spirit collapses into a mist that seeps into the land, silently waiting for the next burial out of grief or love. • Those who interact with the Wendigo’s realm begin to dream of teeth, roots, and betrayal—even if they haven’t encountered him directly.
Lair and Lair Actions
The Heartwood Crypt A sunless thicket of twisted trees, pulsating roots, and eerie stillness deep in the forest outside Pine Hollow. This place was once sacred, now spoiled. The Wendigo Root’s spirit anchors here, and the forest obeys.
Features
- Dim light at best; visibility fluctuates as fog thickens and thins.
- Every tree has carved initials—burial markers lost to time.
- The ground pulses faintly underfoot. It feels like breathing.
Lair Actions (On Initiative Count 20, losing ties)
- Grief Bloom.,
- Roots erupt in a 10-ft. radius within 60 ft. forcing creatures to make a DC 14 Strength saving throw or be restrained by vines soaked in spectral blood.
- Memory Mist.,
- Fog rolls in, heavy with echoes. Each non-undead creature must succeed on a DC 13 Wisdom saving throw or relive a buried memory for 1 round (disadvantage on attack rolls or spell saves).
- Root Pulse.,
- The earth trembles. All enemies of the Wendigo within 30 ft. must succeed on a DC 12 Constitution saving throw or be knocked prone as gnarled limbs burst from the ground.
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