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Wendigo CR: 10

Large humanoid fey, chaotic evil
Armor Class: 16 (Natural Armor)
Hit Points: 150 (10d10+5)
Speed: 30 ft , climb: 30 ft

STR

20 +5

DEX

20 +5

CON

20 +5

INT

14 +2

WIS

16 +3

CHA

14 +2

Saving Throws: STR +8, DEX +8, CON +8
Skills: Intimidation +5, Nature +5, Perception +6, Stealth +8, Survival +6
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision. 120ft. Keen Smell. The Wendigo has advantage on Wisdom (Perception) checks that rely on smell.
Languages: Common, Druidic, Elvish, Sylvan, & Undercommon
Challenge Rating: 10

Legendary Resistance (3/Day). If the Wendigo fails a saving throw, it can choose to succeed instead.   Evasion. When the Wendigo is subjected to an effect that requires it to make a Dexterity saving throw to take only half damage, instead it takes no damage if it succeeds on the saving throw, and only half damage if it fails.   Hungry Jaws. When the Wendigo bites and if the attack hits, it deals its normal damage, and it gains temporary hit points equal to is Constitution modifier (+5).   Long-Limbed. When the Wendigo makes a melee attack on its turn, its reach for it is 5 feet greater than normal.   Natural Tracker. The Wendigo can mark one creature it can see within 10 feet of it. For the next 48 hours, its proficiency bonus (Normally +3) is doubled for any ability check you make to find the marked creature (Survival & Perception), and it always know the location of that creature if it is within 60 feet of it.   Regeneration. The Wendigo regains 10 hit points at the start of its turn.   Vicious Hunger. The Wendigo must eat an entire Humanoid at least once about every 3 (1d4+1) days or it will gain 1 level of Exhaustion. It will gain an additional level of Exhaustion every day after that unless it eats a Humanoid. Exhaustion levels will reset to zero after eating a Humanoid.

Actions

Multiattack. The Wendigo makes three attacks: one with its bite or tail, and two with its claws.   Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 5) piercing damage.   Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) slashing damage.   Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 5) bludgeoning damage.

Legendary Actions

The Wendigo 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 Wendigo regains spent legendary actions at the start of its turn.   Disturbing Screech (Costs 2 Actions). Cast the spell fear without using Spell Slots. You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.   Flailing Assault (Cost 1 Action). The Wendigo may make a Multiattack on a target.

Lair Actions

On initiative count 20 (losing initiative ties), the Wendigo can take a lair action to cause one of the following magical effects; the Wendigo can’t use the same effect two rounds in a row:   The Wendigo makes the terrain in its lair difficult to traverse for everyone but itself. A creature can only move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day. This lasts until initiative count 20 on the next round or until the Wendigo or the target creatures are no longer in the Wendigo’s lair.   The Wendigo darkens the sky or lowers the brightness of all sources of light by casting the spell Darkness without using a Spell Slot. Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. This lasts until initiative count 20 on the next round or until the Wendigo or the target creatures are no longer in the Wendigo’s lair.   The Wendigo can make itself unseen in order to hunt more efficiently b casting the spell Invisibility without using a Spell Slot. The Wendigo becomes invisible until the spell ends. Anything the Wendigo is wearing or carrying is invisible as long as it is on the Wenidgo's body. The spell ends for a target that attacks, or casts a spell, or until initiative count 20 on the next round, or until the Wendigo or the target creatures are no longer in the Wendigo’s lair.

The Wendigo's lair is its place of rest and feeding; though it may feed out in its hunting grounds, it prefers to drag its victims into its lair to make its meals last longer and enjoy every scrap of flesh upon its person. Its lair can typically be found not too far from its preferred hunting grounds and is typically either isolated, abandoned, subterranean, or a combination of the three. In an urban environment it may be in an abandoned building of some sort, or in the sewers. In a more rural environment caves or abandoned fortresses and outposts would be ideal. Inside the lair is utterly befouled with the stench of death and littered with bones, and typically the lair is no larger than a 30x30 foot room (900sqft) with a series of tunnels or entrances in and out of it. When any creature enters the lair it must succeed on a DC 10 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the the stench for 24 hours.

The Wendigo is a wretched creature born that is born from hate; hate for its loneliness, hate for its hunger, hate for others, hate for its memories, and hate for itself. A Wendigo usually occurs when a Humanoid, typically a Barbarian, Druid or a Ranger, becomes lost and desperate in the harsh wilds and has to resort to a prolonged period of cannibalism in order to survive. A combination of the tainted meat and its hatred develop into an unorthodox and unique curse over a period of a few years, if not a few months, that causes both a physical and spiritual mutation to occur. Its limbs begin to lengthen, it begins to grow matted fur all over its twisted body, and begins to take on more and more animalistic features as it begins to become more primal and monstrous: the perfect predator. Its memories of its own name and its former life begin fade as well, only to be replaced by an insatiable hunger for the flesh of Humanoids.

Suggested Environments

Arctic, Forest, Swamp, Underdark, and Urban.


Created by

Gibz0matic.

Statblock Type

Monster

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