Large Undead, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 100 (16d8 + 42)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +18, DEX +16
Skills Perception +8, Stealth +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Exhaustion
Senses Darkvision 90 ft., Passive Perception 18
Languages Common Can Understand, Sylvan Can Understand
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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 14 Wisdom (Insight) Check.


Pounce. If the Wendigo moves at least 20ft. straight forward towards a creature and then hits it with a claw attack on the same turn, that target must succeed a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Wendigo can make one bite attack against it as a bonus action.


Forbidden Hunger. Those bitten by the Wendigo must succeed a DC 16 Constitution saving throw or succumb to a ravenous, cannibalistic hunger. Once affected by the Wendigo's fever, the afflicted will attack anyone in their vicinity. Victims can repeat their saving throw twice more before evolving into a human Wendigo. This effect can be reversed with Greater Restoration. Once they succeed, they are immune to the effect for 24h.


Regeneration. The Wendigo can regain 20 HP at the start of its turn if it has at least 1HP and isn't on fire or damaged by fire before its turn. If the Wendigo takes fire damage before its turn, this trait doesn't function at the start of its next turn.

Actions

Multi-Attack. The wendigo makes three attacks: one Bite and two Claw attacks. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage and 9 (2d8) necrotic damage. See Forbidden Hunger ability. 

Claw. Melee Weapon attack: +8 to hit, reach 5ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Description

Though little detail is known about the Wendigo, eyewitnesses reported a tall, lanky figure with a strength that belied its seemingly weak stature. It was capable of immense strength and an uncanny sense of smell that aided it in hunting down its prey. And even if the Wendigo leaves survivors, the resulting cursed victims will attack anything on sight. For this reason, superstitious villagers will always keep a small offering on their bodies in the hopes of appeasing, or at the very least distract the Wendigo. A kind soul might want to attempt to catch the Wendigo in the hopes of separating the corrupted spirit from the innocent Fey host. 

Lair and Lair Actions

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:

  •  The Grasping Ice & Frozen Roots
    Jagged, unnatural ice or corrupted roots erupt from the ground in a 20-foot radius within 120 feet. The area will become difficult terrain. Each creature in that area must make a DC 15 Strength or Dexterity saving throw. On a failure, the creature takes 5d8 cold damage with an extra 4d4 piercing damage and is restrained by the frozen, thorny roots. A creature can use its action to make a DC 15 Strength check to break free.
  • Freezing Fog 
    The Wendigo conjures a 20-foot-radius sphere of thick, magical white mist within 120 feet of it, which acts as heavily obscured terrain. Creatures inside take 3d6 cold damage upon entering or ending their turn there. The fog persists until the Wendigo dies, though high winds can disperse it.
  • Slippery Ice
    The wendigo instantly coats a 20-foot radius of the ground with black ice. The area instantly becomes difficult terrain. Any Creature that enters the area or starts its turn there must succeed on a DC 14 Dexterity saving throw or fall prone. 

Regional Effects

  • The area has a chilling fog that obscures, and temperatures drop to an extreme cold that can freeze small creatures.
  • Within a 1-mile radius, the area has an eerie calm. There's no wind, still water, and silent, falling rain.
  • Travelers who adventure into this lair will experience paranoia, anxiety, and intense hunger.

If the wendigo dies, these effects fade over the course of 3d8 days.

Habitat: ArcticForestMountain

LilithShade

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