Huge Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Perception +9, Stealth +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the wendigo fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed Wendigo gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The Wendigo is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Wendigo has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door,Ice Storm

5th level (3 slots): Cone of Cold, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Turn Resistance. The Wendigo has advantage on saving throws against any effect that turns undead.

Actions

Icy Grasp. Melee Spell Attack: +12 to hit, reach 10 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Wendigo can take 3 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.

Cantrip. The lich casts a cantrip.

Icy Grasp (Costs 2 Actions). The Wendigo uses its Icy Grasp.

Frightening Gaze (Costs 2 Actions). The Wendigo fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Wendigo's gaze for the next 24 hours.

Blizzard of Lost Souls (Costs 3 Actions).  All non-undead creatures must make a dc 20 wisdom saving throw or take an additional 5d4 physic damage upon a failed save or half as much on a successful one. 

The effect lasts for 1d6 rounds

Lair and Lair Actions

A Wendigo’s Lair

A wendigo blizzard lord often hunts around arctic forests normally returning to its former home in life, if the dwelling is to small they will find A large cave or abandon keep. 

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

 

Lair Actions

On initiative count 20 (losing initiative ties), the Wendigo takes a lair action to cause one of the following effects; the Wendigo can’t use the same effect two rounds in a row:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the wendigo can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the wendigo uses this lair action again or until the wendigo dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the wendigo can see within 120 feet of it. The wendigo makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The wendigo creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the wendigo dies.

Regional Effects

The region containing a wendigo blizzard lord's lair is warped by the wendigo's magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of the wendigo's lair.
  • Freezing precipitation falls within 6 miles of the wendigo’s lair, sometimes forming blizzard conditions when the wendigo is at rest.
  • Icy walls block off areas in the wendigo's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the wendigo wishes to move through a wall, it can do so without slowing down. The portion of the wall the wendigo moves through is destroyed, however.

If the wendigo dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

hungerofwinter

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