Wetiko, Demon lord of Famine

by Dodst

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Wetiko

The Lord of Starvation and Cannibalism, The Endless Hunger, Wetiko the first wendigo, standing at 17 ft. tall, Wetiko, seeks nothing more than to consume all living creatures in the universe, hoping to one day sate its hunger.

Akin to the demon lord Juiblex, Wetiko wishes only to consume. Those who find their fate ill enough to become its meal, will raise as an offspring of himself aiding in his consumption of all sentient life. When in contact with any other form of life, Wetiko will lash out and attempt to add them to his meal, hoping they will be the creature that ends his eternal starvation. Due to this most creatures avoid his level of the abyss, as he rarely leaves, and won’t enter the other levels.

Only cannibals, and madmen alike worship Wetiko, and offer sacrifice in his name, and to his offspring. This usually leads to their death at the hands of a wendigo, and their further transformation into a wendigo themselves.

Wetiko's Lair

Wetiko's lair in the Abyss is known as the Fields of Famine, a pine forest void of any edible vegetation and covered in an eternal winter, it is here that those who accidentally find themselves within Wetiko's domain shall be hunted for his consumption. Wetiko's lair knows no life, only the fiend that is Wetiko.

Lair Actions

On initiative count 20 (losing initiative ties), Wetiko can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Wetiko creates a small blizzard, occupying a 10ft. radius, 20ft. high cylinder within 60ft. of itself. The area is heavily obscured, and a creature that starts its turn there, or enters it for the first time on its turn, must make a DC 20 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a success. This effect lasts until initiative count 20 on the following round.
  • Wetiko calls up howling winds within 60ft. of it, imposing disadvantage on all ranged attacks that pass through that radius. Additionally, all flying creatures within that radius must succeed on a DC 15 Dexterity saving throw or fall, making the save at the end of their turn.
  • Wetiko's essence fills the air, causing creatures to become frightened. Each creature within 15 ft. of Wetiko must succeed on a DC 20 Wisdom saving throw or be frightened until initiative count 20 on the next round.

Regional Effects

The region containing Wetiko's lair is warped by its magic, creating one or more of the following effects:

  • Within 1 mile of the lair, all vegetation dies and withers away. The landscape becomes barren (sand or snow depending on climate).
  • All lifeforms within 6 miles of the lair leave or
    disappear.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Wetiko table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Wetiko dies, these effects fade over the course of 1d10 days.

Madness of Wetiko

If a creature goes mad within Wetiko's lair or within line of sight of the demon lord, roll on the Madness of Wetiko table to determine the nature of the madness, which is a character flaw that lasts until cured. see the Dungeon Master's Guide for more on madness.

d100 Flaws (last until cured)
01-20 "I must consume everything that I can!"
21-40 "The flesh of other intelligent creatures is delicious!""
41-60 "These people surrounding me are mere cattle, I am superior to all!"
61-80 "I am compelled to make the weak suffer!"
81-90 "My mind is slipping away, and my intelligence seems to wax and wane."
91-00 "I loose my rationality to hunger, and enact primal action akin to that of a beast."

Winter forest

Winter forest

Winter forest

Winter forest

Winter forest

Winter forest

Wetiko | Demon Lord

Wetiko, the First Wendigo

Winter forest

Wetiko, the First Wendigo

Wetiko as a Mythic Encounter

Wetiko is a powerful encounter on its own, but if the adventurers want a true challenge fit for the gods, you can use its Frozen Heart trait. Using this trait marks a drastic turn in the encounter as Wetiko forces its layer of the abyss to express itself around him. Once Wetiko has used this trait, it can choose from one of their mythic actions when it uses a legendary action.
Read or paraphrase the following text when Wetkio uses its Frozen Heart trait:

A soul-stirring shriek escapes Wetiko as its body slumps to the ground. Thinking you have defeated it, you prepare to leave when you notice that the frozen landscape of their layer of the abyss has changed. a thick fog has rolled in and the visibility has gone down. You turn around just in time to witness as Wetiko's body is hoisted into the air, and its chest rips open revealing their frozen heart.

Rewards

Fighting Wetiko as a mythic encounter is equivalent to fighting two CR 18 creatures in one encounter. Award a party 124,000 XP for defeating Wetiko after it uses Frozen Heart. You can also reward them with the Helm of Wetiko, in addition to any other treasures that it may have sequestered away.

Wetiko | Demon Lord


Wetiko

Huge fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 403 (26d12+234)
  • Speed 120 ft. (hover)

STR DEX CON INT WIS CHA
25 (+7) 19 (+4) 29 (+9) 15 (+2) 16 (+3) 20 (+5)

  • Saving Throws Str +14, Con +16, Cha +11
  • Skills Perception +10, Stealth +11
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft, passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Innate Spellcasting. Wetiko's spellcasting is ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic
3/day each: bestow curse, counterspell, fear, ice storm
1/day each: crown of stars (deals cold damage), mirage arcane

Legendary Resistance (3/Day). If Wetiko fails a saving throw, it can choose to succeed instead.

Magic Resistance. Wetiko has advantage on saving throws against spells and other magical effects.

Magic Weapons. Wetiko's weapon attacks are magical.

Wretched Odor. Any creature other than a construct or undead that starts its turn within 30 ft. of Wetiko must succeed a DC 20 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the odor of Wetiko for 1 hour.

Wetiko's Curse. Any humanoid creature slain by Wetiko rises 1d4 days later as a wendigo.

Frozen Heart (Mythic; Recharges after a Short or Long Rest). If Wetiko is reduced to 0 hit points, it does not die or fall unconscious. Instead, its chest rips open and its frozen heart is revealed. Wetiko immediately ends all ongoing conditions on itself and gains 403 temporary hit points. Its size changes to Gargantuan, his Strength becomes 30 (+10), and it gains resistance to bludgeoning, piercing, and slashing damage from magical attacks.

Actions

Multiattack. Wetiko makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) piercing damage plus 10 (3d6) necrotic damage. Wetiko regains hit points equal to the necrotic damage dealt, unless the target is a construct or undead.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage plus 13 (2d12) cold damage.

Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (6d4+7) bludgeoning damage

Hallowing Roar (Recharge 5-6). Wetiko emits a soul wrenching roar. Each creature within 60 feet of Wetiko must succeed on a DC 20 Wisdom saving throw or take 21 (6d6) psychic damage and be stunned 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.

Consume Life (3/day). Wetiko draws life out of each living creature within 30 ft. of it. Each creature within the radius must succeed a DC 19 constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a success. A humanoid creature killed by this action rises as a wendigo after 1d4 days.

Legendary Actions

Wetiko can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Wetiko regains spent legendary actions at the start of its turn.

Attack. Wetiko attacks once with its claws.

Ram Attack. Wetiko moves up to half his speed in a straight line and makes one ram attack.

Craven (Costs 2 Actions). Wetiko makes a bite attack against each creature within 10 ft. of it.

Mythic Actions

If Wetiko is a Mythic encounter, it can choose from the options below as additional legendary actions while it has temporary hit points from its Frozen Heart trait.

Freezing Aura. Each creature within 10 ft. of Wetiko must succeed on a DC 20 Constitution saving throw or take 10 (3d6) cold damage.

Wentiko's Cry. Wentiko lets out a soul wrenching roar. Wentiko uses its Hallowing Roar action, affected creatures within 120 ft. of it.

Wendigo Psychosis (Costs 3 Actions). Each creature that can see Wetiko must make a DC 20 Wisdom saving throw or spend its next turn moving towards and attacking the closest creature to it. If multiple creatures are equally near, randomly determine which creature is attacked.

Wetiko | Demon Lord

Helm of Wetiko

Wondrous item, mythic (requires attunement by a spellcaster)

As Wetiko's lifeless body falls to the ground, its mass dissipates into a black smog. the smog flows around the air, letting out one last blood curdling shriek and is promptly absorbed into his skull which has readjusted its size. This head can be attuned to and worn as a magical helmet.

Freezing Bolt. Whenever you would make a weapon attack, you can choose to forgo that attack to make a ranged spell attack instead. This attack has a range of 120 feet, and you are proficient with it. If your alignment is good, it uses your Charisma modifier for attack and damage rolls, and deals 4d6 cold damage on a hit.

Freezing Aura. Once per day you can select to use this feature. Each creature within 10 ft. of you must make a DC 20 Constitution saving throw or take 10 (3d6) ice damage. This ability recharges the following dawn

Innate Spellcasting. You can cast the following spells, requiring no material components. Your spellcasting ability for these spells is Charisma.

At will: detect magic, dispel magic

3/day each: bestow curse, counterspell, fear, ice storm

1/day each: cone of cold, crown of stars (cold damage), mirage arcane

Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Ram. if you move at least 10 ft towards an enemy, you can choose to make a ram attack. The attack is 1d10 + your Strength modifier.

Telepathy. You can speak telepathically to any creature you can see within 120 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Curse. The attuned bearer of the Helm of Wetiko begins to develop traits comparable to a Wendigo after 2d4 days. the Transformation includes traits such as slightly paler skin, a thinner and taller body and every time the cursed creature notices a dead body of a sentient humanoid within 60 feet of it, it must succeed on a DC 20 Charisma saving throw or be forced to spend its movement to get to the body and use its action to begin devouring it. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The physical changes wrought by the helmet aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.

Destroying the Helmet. To destroy the Helm of Wetiko one must gather a cornucopia, a decanter of endless water and have 40 good berries. Once they have collected these items and 10,000 GP worth of rare minerals and herbs, they can perform a ritual to destroy the helmet. The ritual takes 10 hours, and must be uninterrupted, or else all items will be consumed, but the helmet will remain.

Credits

Created by Nicholas H.
Proofreaders/Balancers: /u/lidanma, Nicholas H.

Art in Order of Appearance

"Winter forest" owned by Jan Doležálek
"Tinybunny" owned by Felix-fox
"The Wendigo" owned by Wayne Chang

Mythic Items | Wetiko