Wendigo
Spiciness: 5/5
Boss Fight Difficulty: While entirely single-target damage (and thus, hard to TPK with), this creature can lure away half the party, Crowd Control them all, and get a couple easy kills if the party isn't smart about how they approach it.
Feeds about 3-5 players, level 4-11
Scales for: Number of Players, Player Level
Ingredients:
- The Wendigo (Stat block next page)
Scaling with Strategy. Unlike most encounters, which I scale by adding additional creatures or scaling the stats of the creature (if it's a solo fight), this encounter can be scaled by taking away party members (see the Preparation section for details on how). Just make sure you use an encounter building tool such as Kobold Fight Club to get the difficulty just right! 5 level 4 characters might be able to take it down, but a single level 11 would find it hard to go toe-to-toe.
A Note on Cultural Lore
As I do with every creature I work with, I did research on the Wendigo to make sure I do the mythology justice, but unlike most monsters-- this is a tale of two myths.
You see, the Algonquian People of the First Nations (Canadian Native North-Americans) created a myth of cannibalistic giants who were ravenously hungry. They were smart, vicious, nearly impossible to kill, & could talk in some stories, often taunting their prey and sometimes even keeping their victims to fatten them up. This encounter is not based on this lore, but I did want to acknowledge its existence, for reasons that will be soon apparent.
When the Europeans who came heard the tales of cannibalistic monsters that were once human-- they immediately drew parallels to werewolves, and the myths started blending. Wendigos became smaller, only slightly larger than a human. They gained animalistic features, lost some of their intelligence, and became more primal. This went on to be further changed by pop culture, such as the 2015 video game "Until Dawn". This is the version that my encounter is based on.
I feel it's important to acknowledge this distinction between these works-- as the latter is culturally appropriative in nature. If I wrote this encounter based around the First Nations version of the Wendigo, I would be doing the same thing-- writing about something I knew very little about, & those aren't my stories to tell.
That being said, if someone does want to tell that story, I'd be more than happy to help share that content, because they sound really cool. Reach out to me if you do!
Preparation
The Wendigo should not be treated as a mindless predator-- at 12 Intelligence, it's 20% smarter than your average commoner. It may be relentlessly hungry, always craving humanoid flesh, but it also savors the hunt, torturing it's intended victim. Have it silently mark its prey from the shadows, only to follow them until that character is vulnerable-- perhaps when they take their shift as the night guard during a long rest.
Using the Unnatural Speech of the Wendigo, you can cause the party to think someone needs help and lure them into an ambush, and once they're far enough from the group to not awaken their party members, use Luring Call to compel them to wander further from safety.
Things you should know
Lured Condition
- The creature Feels they must urgently investigate the source of the Lure, without delay.
- They must spend its action to Dash, & its movement to move as safely as possible towards the source of the Lure, and cannot willingly move away from it.
- This effect ends as soon as the Lured creature discovers the source of the lure, or is threatened in any way.
Frozen Condition
- Is Paralyzed & takes 7 (2d6) cold damage at the start of their turn.
- This effect automatically ends one round after it was inflicted, unless in a blizzard or similar effect (such as the spell Ice Storm).
- This effect ends automatically if they are adjacent to a size medium or larger heat source, such as a campfire, or take fire damage from a similarly sized effect (such as Fireball)
- If they carry a small heat source, such as a torch, they have advantage on saves against this effect, and may make an additional save at the end of each of their turns.
Paralyzed Condition.
- A paralyzed creature is incapacitated and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Frightened Condition.
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Wendigo
Large Monstrosity, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 76 (9d8 + 36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 17 (+3) 18 (+4) 12 (+1) 18 (+4) 10 (+0)
- Skills Perception +6, Stealth +6
- Damage Immunities bludgeoning, piercing, and slashing from non magical attacks that aren't silvered
- Senses passive Perception 16, Darkvision 120ft
- Languages Common (can't speak)
- Challenge 6 (2,300 XP) Proficiency Bonus +3
Unnatural Speech. The Wendigo's cursed howls & barks are twisted by the mind-- any humanoid who hears them, but cannot see the Wendigo, hears them as cries for help in a language they understand. It may even sound familiar, like the cry of someone they recently met.
Regeneration. The Wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Wendigo takes fire damage, this trait doesn't function at the start of the Wendigo's next turn.
Actions
Multiattack. The Wendigo makes two attacks: One with its bite and one with its claws.
Ravenous Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. The Wendigo heals for half the damage done.
Clawing Demise. Melee Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (3d4 + 3) slashing damage. The Wendigo may choose to not deal damage, and instead disarm their opponent, knocking a carried item up to 10ft away (no effect on items that are strapped on, like a shield might be).
Howling Winds (Recharge 6) Cone, 15ft: Each creature in this area must make a DC 15 Constitution save or become Frozen.
Begin the Hunt (1/day). Targeting a creature it can see, the Wendigo puts a curse on them; the Wendigo knows its location and it is Frightened while within 10ft of the Wendigo. The Wendigo may only have one marked creature at a time.
Luring Call. The Wendigo lets out a strange call that can be heard out to 500ft. Sleeping creatures do not hear this call. Each humanoid that can hear the Wendigo must make a Wisdom Saving Throw (DC 15) or become Lured.
Wendigo Spirit
When a Wendigo's body dies, its spirit leaves the body. Bereft of a host, the spirit has a flying speed of 40 feet and can't speak or be attacked. The only action it can take is to attempt to possess a humanoid within 5ft of it. That creature must make a DC 15 Charisma save or become possessed by the spirit. Once the spirit uses this ability, it cannot attempt another possession until the next night, but will relentlessly follow the host it desires.
A creature possessed by the spirit becomes ravenous-- eating constantly, without hesitation. If left with no rations, they will happily turn on their friends to consume them-- and if left hungry in a cage, will even begin to consume themselves.
Despite this, they begin to lose weight, becoming lean and muscular as the curse takes effect. When the Wendigo eats the flesh of another Humanoid, the transition becomes complete, losing all of their previous stats, memories, & abilities. The Wendigo spirit consumes their soul, and there is nothing left of them.
Expelling the Spirit. While the possessed is eating, the spirit's grasp is loosened. Casting Protection Against Good & Evil while the possessed is eating allows the possessed an additional save (without advantage) to end the possession. On success, the Wendigo Spirit is expelled, and seeks out a new host.
Alternatively, legends say that the Wendigo Spirit cannot resist a sacrifice-- if one slaughters a large beast before it, and calls it by the name the Wendigo had in life, the spirit will possess the corpse of the beast, and can be restrained thusly. This is only a temporary prison, as the Wendigo will likely consume the corpse to free itself once more.
Cleansing the Spirit. The spirit may be trapped by a Magic Circle, or in a container made entirely of Silver, such as a silver version of the Iron Flask. If the spirit is held within a consecrated or holy area, it loses its strength to possess after 7 days, and moves on to the afterlife.
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Cooking the Wendigo
Round 0 (before combat). Make sure that, before you initiate combat (if they were lured), you use Begin the Hunt to mark one creature. That's your target for this fight, though you'll kill anyone who gets in the way. Note that Begin the Hunt doesn't alert your prey to what is happening.
If you have a prey marked, stay within 10ft of them at all times so they have to either remain frightened or risk an attack of opportunity to move away. Bonus points if you position yourself between your prey & the rest of the party, forcing them to run away from the main group since they can't move towards you.
Round 1. Open up with Howling Winds to freeze the character. If there's Blizzardy conditions and the creature is alone-- this is a death sentence by itself, since they will remain frozen indefinitely. Hopefully, they're carrying a torch at the very least (which would still give them additional saves at the end of their turn.).
Round 2. You know how I said they would hopefully be carrying a torch? You have advantage on the frozen creature, so use your Clawing Demise to knock it away from them, then Ravenous Bite them. The bite will automatically crit since they are Frozen, and heal the Wendigo (though it's unlikely its taken much damage at this point, between the party being split & partly frozen).
Round 3+. Continue Freezing as many as possible when it's recharged, keeping them away from fire. You can even run off & use Luring Call to get them away from any fires they've managed to start, as well as prevent them from regrouping with the rest of the party.
Hit & Run. If the Wendigo is low on health (less than half), it will run out of sight with its 40ft movespeed and use a few turns to regenerate. This will give the party time to heal as well, but only a few rounds. Once the Prey is slain, the Wendigo is satiated, and will flee, only to recover it's HP fully and begin the hunt again. The party will have learned from its first encounter with it though, so expect them to cling to open flames.
Cooking the Wendigo Spirit
Even after the Wendigo is slain, Begin the Hunt's effects last on the marked creature until the curse is removed, or the Wendigo Spirit is cleansed (see previous page). That has a couple ramifications:
- The spirit will follow that creature and remain within 10ft of them at all times, keeping their prey Frightened as they torment them. You could also rule that the creature is too frightened to take a long rest; If you're so scared you can't attack straight, how are you going to sleep? Note that each day they go without sleeping would give them a stack of exhaustion, and is lethal after 6 stacks.
- Each day, the spirit will continue to attempt to possess them until they find a way to trap or cleanse the spirit. If the curse is removed, the spirit may chase after easier prey (and maybe even return to kill them, because Wendigos hold grudges)
- The party may be able to lose the Wendigo Spirit by trapping it in a magic circle and then removing the curse (so that the Wendigo would no longer know their location), but that's a very specific set of spells to have prepared, so it's less likely.