Homebrew Wendigo Species Details
The Wendigo is a deer like creature that stands on its hind legs. The head of the deer is sunken, a thin layer of clear flesh covers the skull. They have wolf like fangs. The rest of the body covered in fur. The eyes are black like a deer's. Two long white/tan antlers protrude from the sides of the head. The wendigo has somewhat long claws like a wolf's. Even though the skull is on top, the wendigo is incredibly intelligent and functions normal.
Their Lifespan is close to 2500 years. The Wendigo species is usually around 9'0 tall when fully standing and around 5'9 when hunched over.
Wendigo Traits
MonsterAntlers
You have antlers that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after you take the Dash action on your turn and move at least 30 feet, you can make one melee attack with your Antlers as a bonus action.
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your Antlers. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Claws of Death
You have long black claws. They are filled of necrotic energy. You can make a swing with a claw attack.
A long with it's claws being big, it's hands are as well. It can wield two-handed weapons in a single hand.
Hardened Head
The skull is under only a thin layer of skin, over time the head became hard like a rock. This adds +1 to AC.
Wendigo Chatter
The Wendigo can mimic any language it has heard permanently and perfectly. You can also mimic the consumed person perfectly. In order for this to go into effect, the Wendigo must consume the creature heard fully.
As a part of Wendigo Chatter, all small or tiny creatures of the wendigo's choice must make a wisdom saving throw of 17 or above within 60ft of the wendigo at the beginning of battle. If failed the creature follows the wendigo's commands within a reasonable limit. This can be broken through a wisdom check of 15 or above or the death of the wendigo.
Primal Instincts
Any forests that this wendigo are native to know every nook and cranny. Any other forests that this wendigo enters can make an intelligence check of 20 or above to map it out perfectly. The Wendigo can do this process once a day.







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