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.
Keen Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The Wendigo has advantage on Dexterity (Stealth) checks made to hide in snowy/forest terrain.
Multiattack. The Wendigo can use its Necrotic Howl and makes two claw attacks or one bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) necrotic damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6+ 6) piercing damage plus 9 (3d6) necrotic damage and the target becomes poisoned.
Necrotic Howl. The Wendigo targets one creature it can see within 20 feet of it. If the target can see the yeti, the target must succeed on a DC 15 Constitution saving throw against this magic or take 15 (5d6) cold damage and then be stunned until the end of it's next turn, unless it is immune to fear. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Necrotic Howl for 1 hour.
The Wendigo can make 2 Legendary Actions. 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.
(Cost: 1) If the Wendigo fails a saving throw, it can choose to succeed instead.
(Cost: 1) The Wendigo makes a Perception Check.
(Cost: 2) The Wendigo takes a full attack action.
Description
The Wendigo is a creature that results from the deepest depravity of mortals. In times when famine strikes and people resort to cannibalism the spirit of the Wendigo may posses them.
"When a man becomes greedy, greedy enough to eat the flesh of another man the land consumes him and a terrible spirit he becomes. A terrible being he becomes. His arms grow longer as patches of fur sprout from his skin. As the arm lengthens the bones become more pronounced and the flesh stretches thin. His fingers lengthen and the nails grow into long talons to rip flesh from the bone of his prey. The bones of the legs extend pulling his skin tight. His feet lengthen and change until they serve as those of a rabbit, but now with the claws of an eagle. His stride becomes long and powerful until no man or creature can outrun him. His spine elongates and each vertebrae grows sharp and pronounced. The spine grows the skin and flesh stretch tight over his ribs and pelvis creating an emaciated figure with a hunched back. Every rib, every vertebrae is visible as the sickly white gray skin grows thin. His mouth widens, and saliva flows through his gaping maw; over a long, black tongue, through several rows of long, sharp teeth, and finally drools over thin, stretched, cracked lips. From his brow he sprouts the antlers of a stag. But worst of all are the eyes. Gaping, angry pools of sickly white, picking apart the night to find a new victim. The attenuated, gaunt beast moves on the wind in the night. Its eyes see as an osprey, its ears hear as a fox, its nose smells as a wolf, and its strength that of ten men. As its legs pump though the snow it moves with the speed of the wind, hunting in the night. The beast is no longer a man. It is a monster. It is the WENDIGO!" (What Comes On The Wind, Sc. 5)
Lair and Lair Actions
The Wendigo inhabits a clearing in a snowy coniferous forest on the side of a mountain. On the hillside of the clearing is a cave where the Wendigo hides from the sun. The cave can move down into the mountain or it can just be a stunted inlet where Wendigo curls up and hides. The Clearing smells strongly of rot and is littered with bones and decaying corpses.
On Initiative Count 20 (losing initiative ties), the Wendigo can make a lair action causing one of the following effects. The Wendigo can not use the same lair action twice in a row.
Grasping Branches. Any creature standing 10 feet inside the lair must make a Dexterity saving throw (DC 15). On a failure the creature is grappled and any attacks against it have advantage. The creature can still attack and cast spells. The creature can use an action to make an athletics check to break the grapple and end the effect. An ally can also break the branches by making an attack against the vines (AC 11)
Blizzard. The Wendigo summons a blizzard in its lair, all creatures have disadvantage on checks and attacks relying on sight. The effect lasts until the end of the round.
Screams of the Dead. The souls trapped in the Wendigo's lair howl with the Wendigo. Each enemy creature in the lair must make a DC 16 Wisdom saving throw or take 20 (4d10) Psychic damage and is stunned until the end of the round.
Comments