Large Undead, Chaotic Evil
Armor Class 15 Natural
Hit Points 120 (16d8 + 32)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Perception +4, Stealth +5
Damage Resistances Cold, Necrotic
Senses Darkvision 60 FT, Passive Perception 14
Languages Common Cant speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

“The Wendigo Wight focuses on isolated or weakened targets whenever possible.”

 

Starved Hunter

The Wendigo Wight has advantage on attack rolls against any creature that is below half its hit points or more than 15 feet away from its allies. When it hits such a creature, it deals an additional 1d6 damage.


Frozen Presence

Any creature that starts its turn within 10 feet of the Wendigo Wight must succeed on a DC 12 Constitution saving throw or have its speed reduced by 10 feet until the start of its next turn.


Starvation Frenzy

When the Wendigo Wight is reduced to half its hit points, its speed increases to 50 feet and the radius of its Frozen Presence increases to 15 feet.

Actions

Multiattack

The Wendigo Wight makes two Claw attacks.


Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 slashing damage plus 1d6 cold damage.
If Starved Hunter applies, the attack deals an additional 1d6 damage.


Rend (Recharge 5–6)

If the Wendigo Wight hits the same creature with two Claw attacks on its turn, the target takes an additional 2d6 slashing damage and must succeed on a DC 12 Strength saving throw or be knocked prone.

Bonus Actions

Flicker Step

The Wendigo Wight moves up to 20 feet without provoking opportunity attacks. It must end this movement in dim light, darkness, or near terrain such as rocks, trees, or snowdrifts.

Reactions

Snap Pursuit

When a creature moves away from the Wendigo Wight, it can move up to 10 feet toward that creature. If it ends this movement within 5 feet of the creature, it makes one Claw attack.

Legendary Actions

Shadow Shift (1/round)

At the end of another creature’s turn, the Wendigo Wight moves up to 20 feet without provoking opportunity attacks. It must end this movement in dim light, darkness, or near terrain.

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.

Description

Enter a general description for your monster here.

Lair and Lair Actions


Lair Actions

On initiative count 20 (losing initiative ties), the Wendigo Wight takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:


❄️ Cracking Ice Surge
The ice fractures violently in a 10-foot radius centered on a point the Wendigo can see within 60 feet.

  • Creatures in the area must succeed on a DC 12 Dexterity saving throw or fall prone
  • The area becomes difficult terrain until the next round

🌫️ Whiteout Blast
A burst of freezing wind sweeps across the battlefield.

  • All creatures must succeed on a DC 12 Constitution saving throw or have disadvantage on their next attack roll
  • Ranged attacks beyond 30 feet automatically have disadvantage until the next round

🦴 Bone Mound Pulse
The bone mound pulses with unnatural energy.

  • The Wendigo Wight regains 10 hit points

Habitat: Arctic

Liothan1121

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