Wendigo, Variant 2 (5e Creature)

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Revamped Wendigo[edit]

Large monstrosity, chaotic evil


Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +6, Dex +6, Con +5
Skills Acrobatics +8, Athletics +8, Perception +8, Stealth +8, Survival +6
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances cold; bludgeoning, piercing and slashing
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 18
Languages understands Common but can't speak
Challenge 3 (700 XP)


Cursed Weapons. The wendigos natural weapons count as magical

Spider Climb. The wendigo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Accursed Fortitude. If damage reduces the wendigo to 0 hit points the wendigo drops to 1 hit point instead.

Pounce. If the wendigo moves 20 feet or more and makes an attack against a creature, that creature must make a DC 14 Strength saving throw or be knocked prone.

Regeneration. The wendigo regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The wendigo makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the wendigo regains hit points equal to half of the damage dealt. On a hit, the target must succeed on a DC 13 Constitution saving throw or take an additional 9 (2d8) necrotic damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with the wendigo curse (see description).


The wendigo is a cursed creature, that once started as a humanoid who was cursed by the gods to hunger for meat and nothing but, however not just any meat but the meat of their own race. Once they tasted this flesh they just hungered for more and as they ate they changed, becoming the visage of horror that is a wendigo. Once the transformation was complete any meat could sustain them but they never stopped hungering for it.
Wendigoes often stand 10 feet or taller with long elongated bodies, their skin is often grey or with a slight bit of pigment from their old skin colour. Their bodies are emaciated and their skin is tight around their ribcage, their eyes are sunken into their head but their senses are impeccable. Their fingernails and teeth elongate to claws and fangs.
Wendigoes tend to rely on stealth tactics and ambushes to capture and kill their prey, and will not hesitate to kill anyone or thing that gets between them and fresh meat including other wendigoes.

The Wendigo Curse

Those affected by the wendigo curse feel a constantly growing urge to eat meat, especially the flesh of humanoids of the same race as them (for instance, an orc would crave orc flesh). If the cursed creature eats the flesh of a humanoid that is the same race as them, they begin to turn into a wendigo over the course of 2d4 + 4 days. Otherwise, the curse ends naturally after 7 days have passed. If the creature has begun to turn into a wendigo, they can only be cured by a remove curse spell or other magic.

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