Huge Fiend, Chaotic Evil
AC 17 Natural    Initiative +4 (14)
HP 225 (18d10 + 126)
Speed
Mod Save
STR 22 +6 +6
DEX 16 +3 +7
CON 24 +7 +11
Mod Save
INT 10 +0 +0
WIS 16 +3 +7
CHA 12 +1 +1
Resistances Cold, Necrotic
Immunities Frightened
Senses Darkvision 120ft; Passive Perception 21
Languages Understands Common and Druidic; can’t speak in true form, but can Mimic Voices (see trait)
CR 12 (XP 8,400; PB +4)
Traits

False Form (Moon-Elk Disguise). While motionless, the wendigo is indistinguishable from a magnificent elk. It can move and “act” as the elk, but it can’t Multiattack or use Legendary Actions while disguised.

  • Detect the Glimmer (no action): A creature notices something “off” if it has passive Perception 16+ or passive Insight 16+ while within 60 ft.

  • Active Scrutiny: A creature can use an action to make Wisdom (Insight) DC 16 or Intelligence (Investigation) DC 16 to realize it’s a predatory glamour.

  • Magic tells: Detect magic shows strong illusion + necromancy; true seeing reveals the true form immediately.

  • Surprise Rule (simple): If no one detects the glimmer before the first attack, creatures within 30 ft. are surprised when it reveals itself (DMG surprise rules).

Mimic Voices. The wendigo can perfectly imitate a voice it has heard (including a PC’s loved one). Creatures who hear it may make Wisdom (Insight) DC 16 (no action, once per creature) to recognize the wrong cadence/absence of breath.

Actions

Multiattack. The wendigo makes three attacks: two Claws and one Bite.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) slashing plus 3 (1d6) necrotic.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 23 (2d10 + 6 + 2d6) piercing + necrotic.
Hunger Wound: The target must succeed on a DC 17 Constitution save or its hit point maximum is reduced by the necrotic damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this reduces its max HP to 0.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) piercing. The target is grappled (escape DC 18) if it is Medium or smaller.

Hunger Howl (Recharge 5–6). The wendigo howls through the trees. Each creature of its choice within 60 ft. that can hear it must make a DC 16 Wisdom save. On a failure, a creature takes 14 (4d6) psychic damage and is frightened until the end of its next turn. On a success, it takes half damage and isn’t frightened.

Bonus Actions

Shadowed Leap (Recharge 4–6). The wendigo teleports up to 30 ft. to an unoccupied space it can see in dim light or darkness (including dense tree shade). The space it leaves behind “glitters” faintly; the next attack against it before the start of its next turn has advantage.

Reactions

Antler Deflect. When a creature the wendigo can see hits it with a melee attack, the wendigo imposes disadvantage on the damage roll (minimum 1 damage).

Legendary Actions

Legendary Actions (3/round)

The wendigo can take 3 legendary actions, choosing from the options below, at the end of another creature’s turn.

Skittering Move. The wendigo moves up to half its speed without provoking opportunity attacks.

Claw. The wendigo makes one Claw attack.

Whispered Lure (Costs 2 Actions). One creature the wendigo can see within 60 ft. that can hear it must succeed on a DC 16 Wisdom save or use its reaction (if available) to move up to 15 ft. in a direction the wendigo chooses (often into flanking/away from allies).

Gore (Costs 2 Actions). The wendigo makes one Gore attack.


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

Keen Scent. Advantage on Wisdom (Perception) checks relying on smell.

Predator’s Momentum. If the wendigo moves at least 20 ft. straight toward a creature and hits it with Gore on the same turn, the target takes an extra 10 (3d6) piercing damage and must succeed on a DC 18 Strength save or be knocked prone.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

On initiative count 20 (losing ties), choose one effect (no repeats back-to-back):

  1. Still Fog Wall. A 20-ft.-radius area within 120 ft. becomes heavily obscured until next round.

  2. Hanging Silhouettes. One creature the wendigo can see must make DC 16 Wis save or have disadvantage on its next attack (it “sees” bodies in branches).

  3. Root Grip. A 15-ft. square becomes difficult terrain; creatures entering must succeed DC 15 Str save or be restrained until the end of their next turn.

Encounter note for 7 PCs: Solo monsters get swarmed. The wendigo’s legendary actions + lair pulse are what keep this tense. If your party is very optimized, add +30 HP.

Monster Tags: Abominations

Habitat: Planar (Feywild)

LifeShifterX

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