Homebrew Wendigo Species Details

Standing anywhere between 7 and 10 feet tall, the Wendigo is unnaturally thin with elongated limbs and pale skin that is cold to the touch. As they grow and succumb to their curse, twisted antlers begin to sprout from the head, their eyes turn a milky white, and their senses sharpen to inhuman levels. They have no natural lifespan: as long as they keep feeding, time alone will not kill them, though fire will.

Wendigos are mainly solitary creatures and will fight over hunting ground and prey, but bonds formed prior to becoming cursed do not fade completely. Many young Wendigos can recognize the scent of former friends and allies and will avoid harming them as much as possible. If they are particularly young, they may even attempt to feed their former companions human flesh in order to turn them as well. In the rare case that two Wendigos who knew each other as humans meet, there is a chance they will share territory rather than fight to the death, however this becomes more unlikely the older a Wendigo becomes.

With hunger as their only drive, there is nothing a Wendigo won't do in the pursuit of satiation.

Wendigo Traits

A mix between man and monster, Wendigos have many inherent strengths you can take advantage, as well as weaknesses you must be weary of.

Ability Score Increase

Your Strength, Dexterity, and Constitution increase by 1.

Age

Wendigo do not have a natural lifespan. Humans can be cursed at any point in their lives, and once cursed they cannot die of old age. They become bigger and more vicious with time, but time will never kill them.

Alignment

A Wendigo is driven by their hunger and needs, and so they tend towards chaotic alignments.

Size

Wendigos are both taller and thinner than most creatures, standing between 7 and 10 feet tall and averaging 200 pounds. Your size is Large

Speed

Your base walking speed is 35 feet, and you also have a climbing speed of 35 feet.

Languages

You can speak, read, and write Common and one extra language of your choice.

Natural Weapons

As a creature of the wild, your claws and fangs have acted as your best weapons to take down your prey. When an enemy enters your melee range, you can choose to attack with your claws against them, causing 1d8 plus your strength modifier slashing damage. You may also bite them, causing 1d10 plus your dexterity modifier piercing damage. Your attacks count as magical for the purpose of overcoming damage resistance.

Hunters Darkvision

Your darkvision has a radius of 120 feet, and you can see normally in darkness, both magical and nonmagical.

Fire Vulnerability

Fire is your greatest weakness and the only thing capable of killing you. You have vulnerability fire damage, when an attack that deals fire damage hits, the damage done is doubled.

Sunlight Sensitivity

You have disadvantage on attack rolls and perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. For every 4 hours you spend in direct sunlight, you take 1d4 fire damage.

Paralyzing Gaze

All creatures that can see you must succeed on a Wisdom saving throw or become stunned. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of the saving throw is equal to your strength or charisma modifier(your choice) plus your level.

Undead Hide

Due to the hard carapace that surrounds your body and your iron will, you have resistance to cold, poison and bludgeoning, piercing, and slashing damage from nonmagical attacks. You are also immune to being frightened or charmed.

Echoing Lure

Your curse enables you to mimic any sound you've heard in the previous 6 hours, including human speech. You know the minor illusion cantrip

Keen Senses

Your senses are finely tuned, able to pick up on the crunch of a leaf hundreds of feet away. You have advantage on Wisdom (Perception) rolls that rely on hearing.

True Carnivore

Your hunger for flesh cannot be satisfied, especially not by fruits and vegetables. Any attempt to consume food that is not meat requires a DC 25 constitution saving throw. If failed, you become poisoned. 

Favored Terrain

You guard your hunting grounds viciously, and you know every inch and creature within them. Arctic, forest, or mountains are your favored terrain. When in your favored terrain, you gain advantage on wisdom, intelligence and dexterity checks, and you gain expertise in skills you are proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

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