The Wendigo
Large fiend, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 150 (20d8 + 60)
Speed: 40 ft.
Skills: Athletics +9, Perception +7, Stealth +8, Survival +7
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold
Condition Immunities: Charmed, Exhaustion
Senses: Darkvision 120, Passive Perception 17
Challenge: 11 (7,200 XP)
Proficiency Bonus: +4
Special Traits
Aura of Starvation. A creature that starts its turn within 10 feet of The Wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger 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 Aura of Starvation for the next 24 hours.
Actions
Multiattack. The wendigo makes two attacks: one with its icy claw and one with its bite.
Icy Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) slashing damage and 14 (4d6) cold damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 3) piercing damage.
Frozen Spittle. Ranged Spell Attack: +3 to hit, range 100 ft., one target. Hit: 9 (3d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.
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.
Move Through Shadow. (Costs 1 Action). As long as the Wendigo is in dim light or less, it's form becomes a shadow and it can move up to it's movement speed to the nearest complete darkness. It must end this movement within dim light or less. This movement does not provoke opportunity attacks.
Insatiable Hunger. (Costs 1 Action). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be forced to use it's next turn to consume any and all edible objects within its range. If it cannot consume anything it is paralyzed until the end of its next turn.
Lore
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