Dark Feast. A Wendigo can consume enough of a dead or unconscious Humanoid in 18 seconds (3 rounds) to fully heal itself.
Fire Vulnerability. A Wendigo’s armoured skin when subjected to fire, smoulders and crumbles like dry leaves. it loses all immunities and resistances. In addition it’s AC drops to 14. At such time, it will flee until it can heal it’s wounded skin.
Mimicry. The Wendigo can perfectly imitate any animal sound or humanoid voices it hears, as loudly as it wants. wendigo can emit a call for help or sounds of wild game to bait it's prey away from the group or settlement. If possible, wendigo tries to stalk a group to learn voices of it's members before luring them to their doom. Though, in desperation, wendigo can confront a group head-on. In such case it tries to stun as many enemies it can with it's roar, snatch most defenseless member of a group and retreat to a safer place to murder and devour it's victim.
A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Natural Disturbance. A Wendigo can cause intrusive thoughts, hallucinations, or force creatures within 200 feet to look through it’s eyes at will, often viewing themselves or their group from a distance. If the creature can physically see the Wendigo, it can no longer influence them in this way.
Amphibious: The Wendigo can breath air and water.
Keen Hearing and Smell: The Wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Walk on the wind. The wendigo can fly during his movement. At the end of its movement it falls back to the ground. Its feet always looks like fog clouds and leaves no traces to be tracked with.
Multiattack. The wendigo makes three attacks: one with its bite and two with its claws. If it can, wendigo uses its Staggering Roar instead of a Devouring Bite attack. It can use a Gore attack instead of using a Claw attack.
Devourning Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and 10 (3d6) necrotic damage. The wendigo bites a chunk off its prey and swallows. It regains hit points equal to necrotic damage dealt, unless the target is a construct or undead.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage. If the target is a Large or smaller creature that the wendigo already hit with two claw attack this turn, the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained and the wendigo can't use its claws against another target.
Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage. If the Wendigo succeeds on two Gore attacks in the same round it will attempt a Rip and Tear to slice the target in two. The target must succeed on an opposed Strength check or take 40 (6d8+16) Hit Points damage.
Staggering Roar (Recharge 5-6). The Wendigo emits a thundering roar. Each creature within 30 feet of the wendigo must succeed on a DC 14 Wisdom saving throw or take 14 (4d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Wendigo can take 2 legendary actions, choosing from the options below. The legendary action can only be used if a creature is in the process of rolling for death saves, or when it's health is at half. This skill can be used at any time; even during another's turn. The Wendigo regains spent legendary actions at the start of its turn.
Forced Cannibalism (Costs 1 Action): When a creature enters is death rolls the Wendigo may use a legendary action to force it to cannibalize. The creature at this point must past a DC 17 Constitution saving throw. In the case that the creature fails his saving throw his death saving throws automatically fail, and they become a Wendigo Spawn.
Spiritual Exit (Costs 2 Action): When the Wendigo reaches half it's hit points, it may blast it's own spirit from it's body. Once done the Wendigo's body shoots a blast of frigid air from it's body that covers a 50 ft. radius. Any creature caught in the blast take 2d6 cold damage and must roll a DC 12 Constitution saving throw. If failed the creature is frozen and will take 1d4 damage every minute they are not thawed.
Description
The Wendigo can be found stalking in the forests, plains, swamps, and mountain ranges of Y'ishkaa. Most commonly found on the continent of Dardnul, however, it's not unheard of to find them anywhere that cannibalism has happened.
The Wendigo is a large slender humanoid and is very tall (12 feet tall) and has large dagger like claws, sharp needle like teeth, and enormous stag antlers. Its skin although it appears tight and to the bone is almost rock like in nature and its bones pushing out against its skin giving it an emaciated look. Its complexion the color of ash gray, that of death, and its eyes pushed back deep into their sockets and shine blood red in the moonlight and yellow during the day.
Vile Origin. According to the legends, a Wendigo is created whenever a humanoid resorts to cannibalism. After manifesting itself, Wendigos are cursed to wander the land, eternally seeking to fulfill their voracious appetite for humanoid flesh.
History. (DC 14) If trained, to know: It is historically associated with cannibalism, murder, insatiable greed, and the cultural taboos against such behaviors.







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