| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +7 |
| CHA | 10 | +0 | +0 |
Endless Hunger
The wendigo ignores the effects of exhaustion and cannot be reduced below 1 hit point by cold damage.
Glutton of the Endless Winter
Whenever the wendigo deals cold damage, it regains hit points equal to half the cold damage dealt.
If the target has 1 or more levels of exhaustion, the wendigo regains hit points equal to the full cold damage dealt.
Maddening Presence
Creatures that start their turn within 10 feet of the wendigo must succeed on a DC 16 Wisdom saving throw or gain one level of exhaustion from supernatural hunger and cold.
Curse of the Wendigo
When a creature gains its 6th level of exhaustion as a result of the wendigo’s abilities (such as Maddening Presence, Famine Howl, or other wendigo effects), the creature must immediately make a Wisdom saving throw.
Save DC: 16 (or the wendigo’s save DC)
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On a success:
The creature resists the transformation but is left shattered.-
The creature’s exhaustion cannot be reduced below 3 levels except by greater restoration, remove curse, or similarly powerful magic.
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The creature gains indefinite madness (DMG) themed around hunger, cold, or paranoia.
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On a failure:
The creature dies at the start of its next turn, its soul consumed by the Wendigo Spirit.
After 1d4 hours, the body rises as a new Wendigo under the DM’s control, usually weaker than the original unless empowered by extreme conditions (endless winter, famine, mass death).
This transformation cannot be prevented by normal healing or revival magic unless a remove curse or greater restoration is cast before the creature’s death.
Stopping the Spread (Lore Rule)
A creature slain by the wendigo must be burned or sanctified within 24 hours, or the Wendigo Spirit may still claim the body.
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Fire damage dealt to a corpse prevents transformation
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Sacred rites, druidic cleansing, or witchcraft rituals also work
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Gentle repose delays the transformation but does not stop it
Multiattack
The wendigo makes two Claw attacks and one Bite attack.
Claw
Melee Weapon Attack: +9 to hit, reach 10 ft., one target
Hit: 14 (2d8 + 5) slashing damage + 7 (2d6) cold damage
The wendigo regains hit points equal to half the cold damage dealt.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 18 (2d10 + 5) piercing damage + 10 (3d6) cold damage
If the target is reduced to 0 HP by this attack, the wendigo regains 20 hit points.
Famine Howl (Recharge 5–6)
The wendigo releases a soul-freezing howl.
All creatures within 30 feet must make a DC 16 Constitution saving throw or take 27 (6d8) cold damage, gain 1 level of exhaustion, and have their speed reduced to 0 until the end of their next turn.
On a success, they take half damage and suffer no exhaustion.
The wendigo regains hit points equal to half the total cold damage dealt by this ability.
The Wendigo can take 2 legendary actions per round
• Stalking Step – Move up to half speed without provoking opportunity attacks
• Rending Chill – Make one Claw attack
• Winter’s Claim (Costs 2 Actions) – One creature within 20 ft. makes a DC 16 Con save or gains 1 level of exhaustion
Description
The Wendigo is not born — it is made.
It is what remains when a mortal, driven by famine, cold, and desperation, commits cannibalism in the dead of winter. The spirit of endless hunger enters them, stretching their body into something tall, emaciated, and wrong. No matter how much it eats, it is never full.
Cold follows it like a curse.
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