Medium Humanoid, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 58 (9d8 + 18)
Speed 60 ft., Climb 40 ft.
STR
17 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
17 (+3)
CHA
14 (+2)
Damage Vulnerabilities Acid, Fire, Radiant
Damage Resistances Lightning
Damage Immunities Bludgeoning, Cold, Force, Necrotic, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 15 feet, Passive Perception 16
Languages It can only may mimicry noises.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legend of the Wendigo. The Wendigo is a somewhat obscure legend that makes its way through locals, but the exact truth of its very existence is considered conjecture. This, of course, being because very few who encounter the Wendigo live to truly tell the tale. Creatures in the presence of the Wendigo may make an Intelligence (History) check to determine whether they've even heard of the Wendigo. If successful they can learn some of its strengths and weaknesses. 

Stationary Blindness. The wendigo's eyes are glazed over white, severely hindering its sight. It can not always differentiate between creatures and objects while they are stationary and thus has disadvantage on Wisdom (Perception) checks to locate creatures that are standing absolutely still. 

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Spider Climb. The Wendigo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 14 Wisdom (Insight) check.

Actions

Multi-attack. 2 Claws, 1 Claw and 1 Bite, or 1 Claw and 1 Eye Gouge.

Claw. Melee attack + 7 to hit, reach 10 ft, one target, (2d6+4) slashing damage

Bite. Melee Attack +7 to hit, reach 5 ft, one target, (1d12+4) piercing damage plus (1d6) acid damage

Eye Gouge. Melee Attack +7 to hit, reach 5 ft, one target, (2d6+4) piercing damage.

Reactions

Impaler. If a creature has attempted and failed a melee attack upon the wendigo, the wendigo can make an Opposed Athletics check in an attempt to grapple the creature. If successful the wendigo will then impale the creature on a meat hook if they are within 10 feet one. 

Legendary Actions

The wendigo can take 2 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.

Jawbreaker. If within 5ft of an incapacitated creature at the end of their turn, the wendigo may make a melee attack to rip open the jaw of the creature for a critical hit. 

Horrifying Screech. The wendigo lets out a god awful bellow that can be heard by any creature within 80ft. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 1 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

The first recordings of the wendigo were by the natives of North America. Various legends told of an evil spirit or perhaps demonic entity that was able to possess humans. Those who had previously been driven to commit cannibalism as a desperate act of self-preservation during a harsh winter could be affected by the evil entity. This malevolent spirit is driven by its insatiable hunger for human flesh, so any human possessed by it would slip into a savage state like some mindless, flesh-craving zombie.

Wendigos are quite hideous in appearance. They exhibit spinal disfiguration, giving them a hunchback-like appearance. Their teeth become sharper and disfigured; their sight changes, causing them to have vision that is largely influenced by movement. Their limbs become much longer, giving them the ability to climb up walls and to make small jumps to and from different spots in the blink of an eye. Their skin is also taut against their bodies; pulled tightly around their lengthy frames - their skin is much like a glossy, stretched armor.

During a Wendigo's metamorphosis, their bodies, as mentioned, grow and lengthen. They typically end up between 7 and 8 feet tall. While their skin is being stretched, their bodies also perform different forms of skin torture, in order to strengthen their outer skin-like coating. This makes the Wendigo immune to almost all danger, including bullets and other various weapons. Their only weaknesses are fire, acid, & radiant damage.

They also lose their hair and eventually lose their masculine and feminine characteristics, becoming skeletal in appearance. It's interesting to note that Wendigos will retain any tattoo or alterations to their skin.

They are known to have some set behavior patterns. They often track their prey for up to several hours. It seems they like to hunt prey alone rather than in packs. They are shown to have great predatory skills. They do not appear to lose their humanity completely as they can use some human-like tricks to lure their prey.

Wendigos see movement, and mobile persons are highlighted in their vision. They are generally unable to track those who remain still. Their main way of communication is by screeching, and they can use their vocalizations to scare prey into moving, leading to a gruesome kill. It's interesting to note, however, that they have the ability to mimic the voice of someone they hear. Wendigos may also attack each other, possibly as a way to reduce competition for food, or perhaps because they are simply sadistic killers.

Despite their frail appearance, Wendigos are immensely strong, capable of crushing a human skull with their bare hands and lifting over 750 lbs. They seem to favor brutal, deliberate methods of killing their prey, such as gouging out the eyes of their victims or impaling them on hooks rather than simply slashing them with their claws, indicating that Wendigos are sadistic, rather than merely animal killers.

Lair and Lair Actions

Wendigos live in cold forests and often mountainous regions where it gets far below freezing. Most often their lairs are built within abandoned mines or cave systems within the mountain. The lair is littered with the bones of previous victims and the fly-ridden carcasses of fresh kills. They often have repurposed and makeshift hooks intended for hanging the bodies of their victims on.

Lair Actions

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

  • The temperature plunges and all creatures must make a DC 17 Constitution save or take 4d8 cold damage and have their movement halved until the end of their next turn.
  • Whispers carry on the wind and seep into the minds of everyone present. Each creature must make a DC 17 Wisdom saving throw or become mad with hunger. Should a creature fail their save,  they move up to their movement speed to the nearest creature they can see and make one melee weapon attack against them.

Regional Effects

The region containing a wendigo’s lair is warped by the wendigo's magic, which creates one or more of the following effects:

  • The temperature grows colder the closer one gets to its lair.
  • People who go hiking or camping in this region often go missing, never to be heard from again.
  • Animals are extremely skittish and generally steer clear of the wendigo's hunting grounds.

If the wendigo dies, things return to normal over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2020 12:17:51 AM
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Coming Soon

Monster Tags: humanoid

Habitat: ForestMountain

ForFoxSake13

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