Medium Beast, Unaligned
Armor Class 10 Natural Armor
Hit Points 20 (4d20 + 5)
Speed 40 ft., tends to go around enemies instead of straight toward them, unless going for an attack.
STR
16 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +7, DEX +8, CON +6
Skills Acrobatics +2, Athletics +1, Intimidation +1
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision, Passive Perception 15
Languages Only languages known in life, but vaguely
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legend Of The Wendigo. When first encountering the Wendigo, the party must individually pass a Int roll 10. Characters who are afraid of necrotic or mythical creatures automatically fail. If failed they will have halfed rolls for three turns.

Wendigo Dexterity. The Wendigo can activate this once every three turns to escape without giving the others a chance to attack it as it retreats.

 

Actions

Lick. The Wendigo behind a character gets a taste of the character and can find this person no matter how they hid. They must also pass a Con roll 10 to keep from fear.

Slash. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 12 (2d10 + 3) Slashing damage. 

Impale. RangedWeapon Attack: +4 to hit, range 5/25 ft., 3 target in a line. Hit: # 20 (2d20) Piercing damage.

Fling. Ranged Weapon Attack: +0 to hit, range 30 ft., 1 target. Hit 2 (1d4 + 1/4 on size of corpse). Bludgeoning damage.

Reactions

Is able to dodge any seen attacks with DEX roll above 10. If this action is taken it cannot attack that attacker that turn.

Legendary Actions

The Wendigo lets out a large roar anything within 50ft must do a saving throw (Constitution) 10 or gets stunned.

Call for reinforcements (Costs 1 Actions). The Wendigo lets out a roar and a herd of enraged deer come to provide backup.

Description

is a mythical cannibal monster or evil spirit. It is large and fast. Has antlers protruding from the head. The body is large, but lean at the same time having many places where bone is visible.

Lair and Lair Actions

Dark Cave deep and full of dead bodies. Stench of death. 

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:

  • Dead raise from the dead in the immediate section of the cave the Wendigo is in.
  • A tremor shakes causing the tunnel to collapse. Each creature must make a DC 15 Dex saving throw, taking 12 (4d6) on a failed throw and goes prone, or half as much damage on a successful one and does not go prone. 
  • Darkness descends on the party causing insanity. Each creature must make a DC 12 Con saving throw to keep from losing sanity for three turns. On a failed throw actions/inaction can be used to attack another creature in the area. 

Regional Effects

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

  • Water sources within 1 mile of the lair are tainted by death and make anything sick from drinking it.
  • The presence of so much death attracts the attention of undead and ghosts to the area. 

If the Wendigo dies, these effects fade over the course of 8 days.

Habitat: DesertMountain

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