Medium unknown, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 200 (20d12 + 85)
Speed 80 ft., Swim 40 ft., Climb 60 ft.
STR
30 (+10)
DEX
25 (+7)
CON
28 (+9)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +16, DEX +13, CON +15
Skills Acrobatics +10, Athletics +10, Deception +10, Insight +10, Perception +10, Performance +10, Stealth +10, Survival +10
Damage Vulnerabilities Fire, Lightning
Damage Immunities Acid, Bludgeoning, Cold, Force, Necrotic, Piercing, Radiant, Slashing, Thunder
Senses Darkvision 120 ft., Passive Perception 20
Languages All All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the wendigo fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The wendigo can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) piercing damage plus 4 (1d8) acid damage.

Claw Attack. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 10) slashing damage.

Frightful Presence. Each creature of the Wendigo's choice that is within 120 feet of the Wendigo and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Wendigo's Frightful Presence for the next 24 hours.

Wendigo Fever. Creatures hit by a wendigo's bite attack must make a Constitution save or contract a supernatural disease. 24 hours after failing the save, the creature must make a DC12 Wisdom save or attempt to kill and eat the nearest creature. Every 24 hours thereafter, the DC increases by 2.

Mimicry. A wendigo can mimic voices. Creatures can make a DC20 Wisdom save to tell that its mimicry.

Spider Climb. A wendigo can climb on walls and ceilings as if using a Spider Climb spell.

Legendary Actions

The dragon can take 3 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 dragon regains spent legendary actions at the start of its turn.

Detect. The wendigo makes a Wisdom (Perception) check.

Bite Attack. The wendigo makes a claw attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Wendigos range from 5 to 7 feet tall and resemble an extremely emaciated human. They are covered in a thin layer of white hair, have long claws and a mouth full of sharp teeth. Their eyes are a milky yellow and highly reflective of light.

Lair and Lair Actions

Wendigo's live in mountain caves, mines or dwarven ruins, and are usually found in cold forested environments. The lair is littered with the bones of previous victims and the fly-ridden carcasses of fresh kills. 

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:

  • Summon 1d6 rat swarms.

Regional Effects

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

  • The temperature grows colder the closer one gets to its lair.
  • 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.

Habitat: ArcticForestMountain

Eternal791

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