Wendigos (5e Fallout Supplement)
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Wendigo[edit]
Medium monstrosity, chaotic evil Armor Class 18 All (natural armor)
Saving Throws Con +5 Int +1, Cha +2 Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The wendigo regains 10 hit points at the start of its turn. If it takes explosive damage, this trait doesn't function at the start of its next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't regenerate. ACTIONSMultiattack. The wendigo makes two attacks: one with its bite and one with its claw. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Frightful Scream. Each creature of the wendigo's choice within 30 feet of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened 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 Frightful Presence for the next 24 hours.
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Wendigos are mutated humanoids encountered in post-apocalyptic Appalachia.[1] Individuals such as Morris Stevens have transformed into the creatures, connected through their participation in the act of cannibalism..
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Wendigo Colossus[edit]
Large monstrosity, chaotic evil Armor Class 20 All (natural armor)
Saving Throws Con +5 Int +1, Cha +2 Curse of the Wendigo. A creature infected by the wendigo's bite must succeed on a DC 16 Constitution saving throw or be "cursed". The cursed creature has its alignment changed to chaotic evil, and its hit point maximum is reduced by 10 (3d6). A Rad-Away can remove the curse or a similar object of the DMs discretion. If the curse is not removed, the creature slowly transforms into a wendigo over the course of 1d6 days, becoming a wendigo. Keen Smell. The wendigo colossus has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The wendigo colossus regains 10 hit points at the start of its turn. If it takes explosive damage, this trait doesn't function at the start of its next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't regenerate. ACTIONSMultiattack. The wendigo colossus makes two attacks: one with its bite and one with its claw. Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become infected with a wendigo curse (see Curse of the Wendigo below). Stomp. The wendigo colossus stomps the ground with tremendous force. Each creature within 20 feet of the wendigo colossus must make a DC 18 Strength saving throw or be knocked prone. Frightful Scream. Each creature of the wendigo's choice within 30 feet of it must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened 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 Frightful Presence for the next 24 hours.
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Wendigo colossi are massive mutated humanoids encountered in post-apocalyptic Appalachia. They are large and powerful wendigo variants, it is unknown how they come to be after mutating into a wendigo proper.
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