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Wendigo ~ CR 18

This creature has the head of an elk with jagged teeth and sharp antlers with the body of a humanoid. Its legs end in blackened, burnt stumps.

Environment: Cold any

Organization: 1


Proficiency Score: +19

Medium; Neutral; native, outsider


Armor Class: 35 (+4 Dex, +2 Natural, +19 Proficiency Score)

Hit Points: 306 (18d10+126), Regeneration 15

Speed: Fly 120 feet

Initiative: +4 (advantage)


STRDEXCONINTWISCHA
18 (+4)18 (+4)25 (+7)20 (+5)14 (+2)18 (+4)

Saves: 

  • Fortitude +26
  • Reflex +23
  • Will +21

Skills: 

  • Athletics +23
  • Acrobatics +23
  • Perception +21
  • Stealth +23
  • Survival +21

Immunities: effects with the cold or psychic tags

Resistances: 15 against all weapon damage except those with the cold iron tag, 15 against all effects with the magical or supernatural tags

Weaknesses: effects with the fire tag

Senses: Passive Perception 31, Blindsight 60 feet, Darkvision 60 feet, Low light vision

Languages: Aklo, Common, Telepathy 1 mile


Disease (Psychosis). A creature exposed to a Wendigo’s psychosis has a chance of turning into a wendigo.

  • Save: Will DC 34
  • Onset: 1 hour
  • Frequency: 24 hours
  • Duration: 4 days
  • Counteracts: 4

Stage 1. 1d4 Wisdom damage.

Stage 2. 1d4+2 Wisdom damage.

Stage 3. 2d4+2 Wisdom damage.

Psychosis can never reduce a creature’s Wisdom Score below 1. Instead, when a creature reaches a Wisdom Score of 1, they immediately seek out a creature that holds some similarities, even superficially, to their own appearance or abilities and then attempt to kill and eat the creature. If they successfully kill and eat the creature, they begin to transform into a wendigo over the next 2d6 minutes, at the end of which, they gain the Dead condition and become a wendigo. A creature whose Wisdom Score is increased to 5 or more before this transformation is complete does not become a wendigo, though the psychosis is not removed with this Score increase.

Legendary Actions (2). A Wendigo can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Regeneration (15, Fire). A Wendigo heals 15 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Wendigo from gaining the Unconscious condition should its hit points reach 0. If a Wendigo takes damage with the fire tag, this ability stops functioning for a round. During this round, a Wendigo cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Wendigo can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Rend (Claw). If the Wendigo uses its Claw Strike twice against the same target and at least one of them hits, the target takes 2d6 extra slashing damage.

Spells.

Spell Attack +24; Spell DC 34

1 per 24 hours:

  • Nightmare (reduce the Casting Time to 2 actions; replace the magical tag with the supernatural tag; a creature who fails the save is exposed to the Wendigo’s Psychosis)

Walking (Wind). A Wendigo and any creature it has Grabbed becomes vapors. If the Wendigo has no creature Grabbed, this is a Free Action. If the Wendigo has a creature Grabbed, this is a double action and the Grabbed creature can attempt a Will Save (DC 34). On a failure, the Grabbed creature is turned to vapors along with the Wendigo and is exposed to Disease (Psychosis). A Grabbed creature can attempt a new Will Save each round and, if successful, the creature immediately reverts from vapor form. Reverting from vapors form is always a Free Action for the Wendigo and changes both itself and any Grabbed creature back. A creature immediately loses the Grabbed Condition and falls, if applicable, if it loses the vapor form through any means other than the Wendigo using Wind Walking. While using Wind Walking, a Wendigo has a Fly Speed of 60 feet that maintains the Grabbed Condition for the same action. In this state the Wendigo and any Grabbed creature that failed its Will Save gains Immunity to effects with precision damage and Resistance 20 except against damage with the magical or supernatural tags. This has the supernatural tag.

Actions

Bite. Melee Strike +23/+18/+13 (reach 10 feet, unarmed, versatile bludgeoning) with 4d8+4 piercing damage and inflicts the Grabbed condition (DC 34). On a critical hit, a wendigo deals 2d6 cold damage in addition to dealing double damage.

Claw. Melee Strike +23/+18/+13 (reach 10 feet, unarmed) with 4d6+4 slashing damage. On a critical hit, a wendigo deals 2d6 cold damage and 1d4 Charisma damage in addition to dealing double damage.

Cry (6, 1 mile aura). As a Double Action, a Wendigo can create a howl that is heard for a mile radius around.

  • All creatures within the mile who hear it must make a Will Save with a DC 34 or gain the Frightened 1 condition.
    • Those within 120 feet of the Wendigo who fail this save instead gain the Frightened 3 condition for 1d4+2 rounds before the condition naturally reduces at the end of a round.
    • Those within 30 feet of the Wendigo who fail this save instead gain the Fleeing condition for 1d4 rounds after which, they have the Frightened 3 condition as if they had been within 120 feet of the wendigo.

This has the fear and psychic tags.


Equipment

  • Incidental