Pounce. If the Wendigo moves 20 feet in a straight line and hits with a claw attack, the target must make a DC 15 STR saving throw or be knocked prone. The Wendigo may make a bite attack as a bonus action on a creature knocked prone in this way.
Powerful Build. The Wendigo coutns as one size larger when determining it's carrying capacity and the weight it can lift, push, pull, or drag.
Keen Senses. Perception checks are made at advantage.
Nimble Escape. Can take the disengage or hide action as a bonus action on each of it's turns.
Regeneration. Regenerates 15 hp per round unless hit by a silvered weapon or fire.
Multi-Attack. May make one claw attack and one bite attack per round.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 14 (2d10 + 3) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 3)
Howl. Range 60 ft. Any creature that can hear the Wendigo's Howl must succeed on a DC 15 WIS saving throw or spend it's movement and action dashing in a random direction and gain the frightened for for 1 minute. A creature may repeat this saving throw at the end of each of it's turns, ending the effects on a success. A creature that succeeds on it's saving throw is immune to this effect for the next 24 hours.
The Wendigo has 3 Legendary Action points it can spend per round, regaining all uses at the start of it's turn.
Smell The Air (Costs 1 Action). The Wendigo makes a perception check
Hunt Down (Costs 1 Action). The Wendigo can move up to half it's movement speed toward a creature that fled as a result of it's howl ability. This movement does not provoke opportunity attack.
Claw Attack (Costs 2 Actions). The Wendigo makes a claw attack.
Terrifying Gaze (Costs 3 Actions). The Wendigo Targets up to 3 creatures it can see and that can see it. those targets must succeed on a DC 15 WIS saving throw or be paralyzed for one minute. At the end of each of it's turns the target can make another WIS saving throw, ending the effect on a success.
Description
The Wendigo was gaunt to the point of emaciation, its desiccated skin pulled tautly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the Wendigo looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and bloody. Its body was unclean and suffering from suppurations of the flesh, giving off a strange and eerie odor of decay and decomposition, of death and corruption.
Lair and Lair Actions
The Windigo favors cold environments such as mountains or high elevation forests, though it is unknown if the windigo causes the cold, or if it is attracted to it.
Lair Actions
On initiative count 20 (losing initiative ties), the Windigo takes a lair action to cause one of the following effects; the Windigo can’t use the same effect two rounds in a row:
- Fog. There is a thick layer of fog that persists in the Windigo's lair. This action causes the fog to increase in density, covering the entire lair in heavy fog, becoming heavily obscured for 1d4 rounds. A powerful fire spell (3rd level or higher) can burn away a portion of fog equal to the double the fire spells area of effect.
- Hanging Pots. A Windigo might hang pots or nets of victims in lean times to feast on later. 1d4 -1 pots fall. Any creature under the pot must make a DC 12 DEX save or take 2d6 damage. When the pot hits the ground it breaks, spilling it's contents. A zombie emerges and attacks the nearest creature.
- Extreme Cold. A sudden, steep drop in temperature occurs. Each creature not resistant or immune to cold damage must make a DC 12 CON saving throw at the start of each turn this cold persists for, or suffer 1 point of exhaustion. This drop in temperature lasts for 1d4 -1 rounds, minimum of 1 round.
Regional Effects
The region containing a legendary Wendigo's lair has it's weather pattern disrupted due to the presence of the beast, which creates one or more of the following effects:
- Temperature drops dramatically upon entering within 1 mile from the layer, dropping more the closer one travels to it's home.
- A light layer of fog persists throughout the layer in a 1 mile radius centered on the Wendigo's home. This light fog causes the surroundings to be lightly obscured, but fire can burn away this effect. 10 ft for a torch or lantern, or equal to the radius or area of effect for a spell.
- Creatures traveling through the fog might feel a sense of foreboding or may feel "like they are being watched.
If the Wendigo dies, these effects fade over the course of 1d10 days.
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