Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.
Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Horrifying Visage. A creature within 30 ft. of the Wendigo must make a DC 17 Wisdom save or become frightened, they can repeat this saving throw at the end of each of their turns. On a success they are immune to this effect by this wendigo for the next 24 hours.
Multiattack. The Wendigo makes three attacks: one with each claw and one with either its Bite, Kick or Gore attack
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 13 (2d8+4) slashing
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 16 (3d6+5) piercing
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 12 (2d8+3) bludgeoning
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 20 (3d10+3) piercing
Description
Wendigo are hulking monstrosities that stand over 7 feet tall.They have muscular, lanky limbs and hooved feet that are covered in a thick fur and a chest with a pronounced rib cage. Their heads are described to be bare skulls resembling that of a deer or elk with sharp teeth and long, gnarled antlers. Their eyes are a glowing, sickly yellow.
Wendigo move like ghost across the landscape, stalking their prey deep in the forests. They isolate their prey by mimicking the voices and calls of the young of their prey and when they have successfully lured their prey far enough away they strike with ferocity,
Lair and Lair Actions
A Wendigo's hunting grounds can be considered its lair and can allow it to make certain actions within its territory (the Wendigo can take 1 lair action per turn):
Area Advantage. The Wendigo can gain advantage on attacks this turn if it is only attack one target.
Familiar Territory. The Wendigo can use its movement and attempt to hide.
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