Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.
Rejuvenation. If the wendigo's heart is not burned, it regains its body in 1d4 days, regaining all its hit points and becoming active again.
Regeneration. The wendigo regains 15 hit points a turn if it has at least 1 hit point.
Keen Sight and Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on sight or smell.
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 16 Wisdom (Insight) check.
Pounce. If the wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on 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.
Accursed Fortitude. If damage reduces the wendigo to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wendigo drops to 1 hit point instead.
Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Freezing Body: A creature that touches the wendigo or hits it with a melee Attack while within 5 feet of it takes 7 (2d6) cold damage.
Multiattack. The wendigo makes two claw attacks. Alternatively, it can make one with its bite and one with its claws instead.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d4) cold damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. On a hit, the target must succeed on a DC 16 Constitution saving throw or take an additional 7 (2d6) necrotic damage and the wendigo regains 1d4 hit points.
Wendigo's Curse (1/Day). The wendigo chooses a creature within 60 ft. of itself and curses them. The creature must then make a DC 16 Wisdom saving throw to defend against it. On a successful save the creature takes half the 10 (3d6) psychic damage. On failed a save, the creature takes the full damage and will become infected with the wendigo's curse. If the creature is infected, roll a 1d12 to determine the length of the madness.
- 1-9 Short Term Madness (Roll d100 to determine table results)
- 10-11 Long Term Madness (Roll d100 to determine table results)
- 12 Indefinite Madness (Roll d100 to determine table results)
When a creature is cursed, as well as the madness results, the creature is plagued with a unknown fever, halving their hit point maximum and movement until it is cured. The fever can be cured by lesser restoration or any higher spells. Also, the wendigo always knows the location of the infected creature, no matter the distance between them. The wendigo's curse can only be removed by the spells greater restoration, dispel evil and good and any higher spells or by burning the wendigo's heart.
Description
In the depths of the forest, the wind begins to rush against the fragile tree branches. A shrieking howl can be heard. It starts as a bone chilling moan and continues to rise in both power and terror until it climaxes in blood-curdling horror. A sense of dread consumes you as you realise you are not alone in these woods, but it is too late. The wendigo has found you.
Previous Versions
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This is a great homebrew! Gonna be using it for my campaign and curious how you would play it?
Is the madness / fever cured with lesser restoration for only a short time? If so what would you say would be a good duration for it to be held at bay?
I imagine it stalks it's prey for days cursing them if possible and messing with them using mimicry until it eventually leads them into an ambush?
I wanna use this for a character in my RotFM party, who drew the Cannibal secret