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# Wenido Wendigos appear at the begining of a famine and are considered a powerful omen. These creatures are humanoids who have been corrupt by eating humanoid flesh to stave of starvation. These now half-human individuals are corrupted and always hungry. Most stories claim that as Wendigos feast they grow proportional to what they eat. This means they can never be full and are in a state of constant, unquenchable hunger. Their taut flesh is pulled across their bones, and holes exist where the stomach should be. Cultures in cold regions of the fey wild have hunters that track down anyone who have come down with the "Wendigo Psycosis", a mindset that causes an intense craving of the flesh of humanoids. Those who cannot be healed are executed. The presence of a Wendigo is noted by adnormally colder weather, destruction of the natural environment and the stench of death and decay. Due to them floating above ground, they are very difficult to track, most hunters go by smell and temperature. Wendigo often lie in wait on the well traveled roads and attempt to abush traders. They will not wait forever, as their insatiable hunger will eventual goad them to attack anything.
___ > ## Wendigo >*Large Fey, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 115(10d10 + 60) > - **Speed** 0ft., Fly 120 feet (hover) > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|22 (+6)|14 (+2)|16 (+3)|6 (-2)| >___ > - **Damage Resistances** Bludgeoning, Slashing, and Piercing > - **Damage Immunities** Cold, Necrotic > - **Condition Immunities** Charm, Frightened > - **Damage Vulnerabilities** Fire > - **Senses** Darkvision 120 ft, Passive Perceptoion 18 > - **Languages** Sylvan > - **Challenge** 13 (10,000 XP) > ___ > ***Odor of Decay.*** Any creature ending its turn within 10 feet of the Wendigo must succeed a DC 19 Constitution saving throw or be poison until the end of their next turn. One a successful saving throw, the creature is immune to the stench for one hour. > > ***Magic Resistance.*** The wendigo has advantage on saving throws against spells and other magical effects. > > ***Consume*** The Wendigo can consume a creature, adding 10 (1d8+6) to its max hitpoints. > > ### Actions > > ***Multi Attack*** The Wendigo can make 3 claw attacks, it may replace one claw for its howl it can use it. > > ***Howl*** *Three times per day* The Wendigo emits a howl so great it can be heard over 300 feet. Any creature within the 300 feet must succeed a DC 19 widsom saving throw or becomes Scared. They have disadvantage against the Wendigo for 1 hour, they can repeat the saving throw at the end of their turn when the Wendigo is out of sight. Upon success they are immune to the howl effect for 24 hours. > > ***Claws*** Melee weapon attack: +10 to hit, reach 5ft., one target. Hit: 8 (1d6+5) Slashing, and the target must succeed on a DC 17 constitution saving throw or take an additional 28 (8d6) cold damage on a failed save or half as much on successful one. \pagebreak ___ > ## Wendigo, Greater >*Huge Fey, Chaotic Evil* > ___ > - **Armor Class** 22 (natural Armour) > - **Hit Points** 230 (20d10 + 120) > - **Speed** 0ft., Fly 120 feet (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|17 (+3)|22 (+6)|16 (+3)|19 (+4)|6 (-2)| >___ > - **Damage Resistances** Bludgeoning, Slashing, and Piercing. > - **Damage Immunities** Cold, Necrotic > - **Damage Vulnerabilities** Fire > - **Condition Immunities** Charm, Frightened > - **Senses** Darkvision 120 ft, Passive Perceptoion 18 > - **Languages** Sylvan > - **Challenge** 17 (18,000 XP) > ___ > ***Legendary Resistance (3/day):*** If The Wendigo fails a saving throw, it can choose to succeed instead. > > ***Odor of Decay.*** Any creature ending its turn within 10 feet of the Wendigo must succeed a DC 19 Constitution saving throw or be poison until the end of their next turn. One a successful saving throw, the creature is immune to the stench for one hour. > > ***Magic Resistance.*** The Wendigo has advantage on saving throws against spells and other magical effects. > > ***Consume Flesh*** The Wendigo can consume a creature, adding 10 (1d8+6) to its max hit points. This process generally takes 5 minutes per corpse. > > ### Actions > > ***Multi Attack*** The Wendigo can make 2 claw attacks, and a Consuming Bite attack. It may replace one claw for its howl if it can use it. > > ***Howl*** *Three times per day* The Wendigo emits a howl so great it can be heard over 300 feet. Any creature within the 300 feet must succeed a DC 19 widsom saving throw or becomes Scared. They have disadvantage against the Wendigo for 1 hour, they can repeat the saving throw at the end of their turn when the Wendigo is out of sight. Upon success they are immune to the howl effect for 24 hours. > > ***Claws*** Melee weapon attack: +14 to hit, reach 10ft., one target. Hit: 14 (2d6+7) Slashing, and the target must succeed on a DC 18 constitution saving throw or take ab additional 35 (10d6) cold damage on a failed save or half as much on successful one. ___ > ***Consuming Bite*** Melee weapon attack: +14 to hit, reach 5ft., one target. Hit: 16 (2d8+7) Slashing, and the target must succeed on a DC 18 constitution saving throw or take an additional 35 (10d6) cold damage on a failed save or half as much on successful one. A creature failing the saving throw must also roll on the serious injury chart (DMG page 272). On crit, the Wendigo recoveredy health equal to half the damage. > ___ > ### Legendary Actions > ***Strike*** The Wendigo makes a claw attack. > > ***Consume (2 actions)*** The Wendigo uses its consume ability > > ***Move*** The Wendigo can move up to half its speed without triggering attack of opportunities. > ___ > ### Lair Actions > ***Howling Winds*** The Wendigo forces a chilling wind to pass through a 80ft radius around him. Any creature other than the Wendigo caught in this must make a DC 18 con save or take 7 (2d6) cold damage and have their movement speed halved. The can attempt another save at the end of their turn. Half damage on a successful save. > > ***Mass of Decay*** The Wendigo forces all living beings in its sight to being to decay. Each creature must make a DC 18 con save or take 14 (4d6) necrotic damage, they also gain a cumulative -1 to attack rolls and lose 1 Dex to their AC, This cannot stack past -5 to attack rolls or the creatures regular dexterity bonus to AC. lesser restoration or equal magic will fix this effect. Half damage on a successful save and no extra effects.