Craving of Flesh. The wendigo can smell living creatures within 120 feet of it. It has advantage on Wisdom (Perception) checks that rely on scent. While a living creature is within this range, its speed increases to 50 feet.
Icy Mists. The wendigo is surrounded by a chilling fog. The area in a 120-foot radius around the wendigo is lightly obscured. Additionally, any creature that starts its turn within 30 feet of the wendigo must succeed on a DC 14 Constitution saving throw or have its speed halved until the end of the turn. The wendigo is not hindered by this effect.
Innate Spellcasting. The wendigo's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:
At will: misty step, wind walk
Savage Antlers. On a critical hit with its Antlers attack, the wendigo rolls the damage dice for this attack three times, instead of twice.
Undead Fortitude. If damage reduces the wendigo to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wendigo drops to 1 hit point instead.
Multiattack. The wendigo makes two claw attacks. If both attacks hit a Large or smaller target, it is grappled (escape DC 16) and the wendigo can make an antler attack.
Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is not grappled, it is also thrown up to 20 feet away from the wendigo, takes 3 (1d6) bludgeoning damage, and lands prone. If the target is grappled, it takes an extra 4 (1d8) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The wendigo regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 14 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If this effect reduces a creature's hit point maximum to 0, the creature dies and is consumed by the wendigo, leaving no trace.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Feral Call (Recharge 5-6). The wendigo releases a haunting, deer-like call that twists into a sound of maddening hunger. Each creature of the wendigo's choice that can hear it within 30 feet must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and is affected by a feral rage until the end of its next turn. An affected creature must use its action on its turn to make an unarmed strike that is a bite attack against a random creature other than itself within its reach. If no other creature is within its reach, it can move up to its speed and make an attack against a creature within range. On a successful save, a creature takes half as much damage and is immune to the wendigo's Feral Call for the next 24 hours.
Fear Call (3/day). The wendigo lets out a terrifying roar. Each creature of the wendigo's choice that is within 30 feet of it and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature that fails its saving throw must use its reaction (if available) to move its speed away from the wendigo. This movement provokes opportunity attacks. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Fear Call for the next 24 hours.
Luring Call (3/day). The wendigo releases a mournful, guttural cry. Each creature of the wendigo's choice that can hear it within 120 feet must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature is magically compelled to move. The creature must use its reaction (if available) to move up to its speed toward an unoccupied space within 30 feet of the wendigo that it can see. The wendigo can choose the destination space to remain hidden from the target. This movement provokes opportunity attacks.
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