Medium Beast, Unaligned
Armor Class 16 Natural Armor
Hit Points 135 (12d20 + 13)
Speed 60 ft., Climb 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +9, DEX +7, CON +7
Skills Acrobatics +7, Athletics +6, Nature +5, Perception +6, Stealth +8, Survival +9
Damage Resistances Acid, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 16
Languages Common, Druidic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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 Wisdom(Insight) check.

Stalker of the woods The Wendigo has advantage on perception, investigation, and stealth checks made in the woods.

Fearsome Appearance The wendigo emanates an aura of fear, forcing each creature except his allies within 15 feet of it to make a DC 15 Wisdom saving throw or be frightened of the Wendigo for 10 minutes. This affect reactivates at the start of each of the Wendigo's turns.

Berserker Frenzy When the Wendigo goes below half of it's hit point maximum, it's speed increases by 20 feet and it can make an additional attack on each of it's turns.

Silent Stalker The wendigo can move very silently through the forest and is very hard to perceive. Creatures must make a perception check of 19 or higher in order to hear the wendigo. 

Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.

Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn’t function at the start of the wendigo’s next turn.

Actions

Multiattack. The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice or Antlers and two with icy claw.

Icy Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage and 14 (4d6) cold damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage.On a hit, the target must succeed on a DC 17 Constitution saving throw or take an additional 14 (2d8 + 5) necrotic damage.

Frozen Spittle. Ranged Spell Attack: +9 to hit, range 100 ft., one target. Hit: 30 (8d6 +2) cold damage, and the target must succeed on a DC 19 Dexterity saving throw or be restrained until the end of its next turn.

Antlers Weapon attack +6 to hit, reach 5 ft., 1 target. Hit: 22 (4d8 + 4) piercing damage, ,the target is pushed back 5 feet and is proned.

Reactions

Draining Bite If attacked by a melee weapon, the wendigo can strike back with a bite attack. If the attack hits the target must make a Constitution saving throw or take an additional 2d6 necrotic damage in addition to 4d6 piercing damage. 

Legendary Actions

The wendigo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wendigo regains spent legendary actions at the start of its turn.

Attack. The wendigo makes one attack with its claws or bite.

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

Frightening Gaze (Costs 2 Actions). The wendigo fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 10 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it.

 

Description

Wendigo are very solitary creatures, seldom tarrying long in the areas which they travel too. As fierce predators, they track their ideal prey for months on end in favor of obtaining them. Ideal prey varies between the Wendigo, though typically they are fey, beast, or humanoid. They are very hostile, and even if they aren't their ideal prey they see humanoids as a threat, as their silhouette resembles that of a Wendigo's. Wendigos never get along peacefully, and will either drive another Wendigo away from themselves or die trying should they meet another of their species. Wendigo reproduce by infecting humanoids, biting or scratching the and then leaving the humanoid to let the infection grow. Over a period of a few short months, an untreated wound can turns humanoids into Wendigos. It is important to note that Wendigos are unusually gaunt, and as such would not be easily mistaken for other humaids, let alone the antlers.

Habitat: ForestMountain

Lortikultora