| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +4 |
| DEX | 26 | +8 | +15 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | +0 |
| WIS | 8 | −1 | +2 |
| CHA | 12 | +1 | +4 |
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 18 survival check.
Multiattack. The wendigo makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 3) slashing damage.
Mind-Numbing Scream (recharge: 5-6). All living creatures that can see the Wendigo must make a DC 15 Wisdom Saving Throw. On a failure, the creature takes 2d6 psychic damage and is frightened until the end of their next turn. On a succes, the creature takes half damage and is not frightened.
Dash.
Cannibalize. If a living creature within 15 feet of the Wendigo dies, it can use a reaction to move to their position without provoking opportunity attacks and heal for 2d8 hitpoints. This desecrates the corpse.
Description
The Wendigo is a creature told of in stories used to scare people out of entering the forest alone. This Wendigo is a very real incarnation of such a creature, a monstrous reimagining of a zombie, an incredibly fast hungering corpse.
Wendigos are created by ritual a ritual involving a corpse, stone altar, potent poison and deer skull. They will not attack their summoner and can follow a very basic instruction on who to attack and who not to. This does not mean it will hold to that instruction if it feels threatened or has not been fed for too long.
This is the regular version of the Wendigo, for the boss version, see the greater Wendigo page.
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