notXanathar
2019-10-26, 11:10 AM
This is the wendigo that I mentioned in my homebrewers dilemma (http://www.giantitp.com/forums/showthread.php?601060-The-homebrewer-s-dilemma) post. I have a whole load of lore but it would probably too much to put in a post. I have no idea about CR, but if you could tell
Wendigo
Large undead, chaotic evil
Armor Class 17(natural armour)
Hit Points 119 (14d10+42)
Speed 40ft.
STR DEX CON INT WIS CHA
17 (+3) 12(+1) 16(+3) 6(-2) 10(+0) 7(-2)
Damage Resistances Psychic; Bludgeoning, Peircing and Slashing from non-magical weapons.
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
Senses Darkvision 120ft., Passive Perception 10
Languages Abyssal
Challenge XXX
Charge. If the Wendigo moves at least 20 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 6 (1d12) slashing damage.
Rampage. When the Wendigo reduces a creature to 0 hit points with a melee attack on its turn, the Wendigo can take a bonus action to move up to half its speed and make a bite attack.
Actions
Multiattack. The Wendigo makes three melee attacks.
Antlers. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9(1d12+3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12(2d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 10(2d6+3) slashing damage.
Howl (Recharge 6). All creatures within 60ft. of the Wendigo must succeed on a DC 15 wisdom saving throw, or be frightened of the Wendigo for 1 minute and take 7(2d6) psychic damage plus 7(2d6) cold damage, or half that damage on a success. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Torment: The Wendigo fixes it's green flame eyes on one creature that is frightened of it and within 60ft. of it, cursing it to a dreadful fate. The target must make a DC 15 wisdom saving throw, or be cursed. While cursed in this way, a creature suffers from terrible nightmares. When they finish a long rest, they must make another DC 15 wisdom saving throw. On a failed save, they gain a level of exhaustion, take 7(2d6) psychic damage, and gain no benefit from that rest. When a creature afflicted by this curse reaches exhaustion level 3, they gain the flaw: 'The flesh of other intelligent creatures is delicious,'. If the creature is reduced to zero hit points or otherwise killed while afflicted by this curse they transform into a Wendigo at full hit points. They cannot then be resurrected by any means other than a wish spell. This curse may be removed by a remove curse spell, or similar magic.
A Wendigo's Lair.
A Wendigo makes it's lair in a cave in the forests, often near villages where they have a steady supply of victims, or otherwise by isolated roads and tracks.
A Wendigo extends it's influence out about a mile from such a cave, so it is considered to in its lair within that radius.
Lair Actions.
On initiative count 20 (losing initiative ties), the Wendigo takes a lair action to cause one of the following effects;
the Wendigo can’t use the same effect two rounds in a row:
The Wendigo creates a small blizzard, occupying a 10ft. radius, 20ft. high cylinder within 60ft. of them. It's area is heavily obscured, and a creature that starts their turn there, or enters it for the fist time on it's turn must make a DC 15 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 next round.
The Wendigo calls up howling winds within 60ft. of it, imposing disadvantage on all ranged attacks that pass through that radius, and all creatures within that radius must succeed on a DC 15 wisdom saving throw or be deafened until initiative count 20 next round. Additionally, all flying creatures within that radius must succeed on a DC 15 dexterity saving throw or fall.
The Wendigo gains a flying speed of 80ft. until initiative count 20 next turn, at which point, if it is still flying, it descends gently to the ground, taking no fall damage.
The Wendigo summons a powerful gust of wind to attack it's enemies. All creatures within one 10ft. cube within 60ft. of the Wendigo must make a DC 15 constitution saving throw, taking 14(4d6) cold damage and being pushed 10ft. in a direction of the Wendigo's choice on a failed save, or taking half that damage and not being pushed on a success.
Regional Effects
The region containing a Wendigo lair is warped by the creature's malign influence, which creates one or more of the following effects:
People in the region have troubling dreams, particularly ones involving eating other humanoids.
The region is constantly affected by bad weather, particularly strong winds and continuous snow, which means that visibility is reduced to 60ft., beyond which it is lightly obscured.
All open fires which are not magical in nature go out, and refuse to light. Torches go out, though not covered lanterns.
Wendigo
Large undead, chaotic evil
Armor Class 17(natural armour)
Hit Points 119 (14d10+42)
Speed 40ft.
STR DEX CON INT WIS CHA
17 (+3) 12(+1) 16(+3) 6(-2) 10(+0) 7(-2)
Damage Resistances Psychic; Bludgeoning, Peircing and Slashing from non-magical weapons.
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
Senses Darkvision 120ft., Passive Perception 10
Languages Abyssal
Challenge XXX
Charge. If the Wendigo moves at least 20 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 6 (1d12) slashing damage.
Rampage. When the Wendigo reduces a creature to 0 hit points with a melee attack on its turn, the Wendigo can take a bonus action to move up to half its speed and make a bite attack.
Actions
Multiattack. The Wendigo makes three melee attacks.
Antlers. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9(1d12+3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12(2d8+3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 10(2d6+3) slashing damage.
Howl (Recharge 6). All creatures within 60ft. of the Wendigo must succeed on a DC 15 wisdom saving throw, or be frightened of the Wendigo for 1 minute and take 7(2d6) psychic damage plus 7(2d6) cold damage, or half that damage on a success. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Torment: The Wendigo fixes it's green flame eyes on one creature that is frightened of it and within 60ft. of it, cursing it to a dreadful fate. The target must make a DC 15 wisdom saving throw, or be cursed. While cursed in this way, a creature suffers from terrible nightmares. When they finish a long rest, they must make another DC 15 wisdom saving throw. On a failed save, they gain a level of exhaustion, take 7(2d6) psychic damage, and gain no benefit from that rest. When a creature afflicted by this curse reaches exhaustion level 3, they gain the flaw: 'The flesh of other intelligent creatures is delicious,'. If the creature is reduced to zero hit points or otherwise killed while afflicted by this curse they transform into a Wendigo at full hit points. They cannot then be resurrected by any means other than a wish spell. This curse may be removed by a remove curse spell, or similar magic.
A Wendigo's Lair.
A Wendigo makes it's lair in a cave in the forests, often near villages where they have a steady supply of victims, or otherwise by isolated roads and tracks.
A Wendigo extends it's influence out about a mile from such a cave, so it is considered to in its lair within that radius.
Lair Actions.
On initiative count 20 (losing initiative ties), the Wendigo takes a lair action to cause one of the following effects;
the Wendigo can’t use the same effect two rounds in a row:
The Wendigo creates a small blizzard, occupying a 10ft. radius, 20ft. high cylinder within 60ft. of them. It's area is heavily obscured, and a creature that starts their turn there, or enters it for the fist time on it's turn must make a DC 15 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 next round.
The Wendigo calls up howling winds within 60ft. of it, imposing disadvantage on all ranged attacks that pass through that radius, and all creatures within that radius must succeed on a DC 15 wisdom saving throw or be deafened until initiative count 20 next round. Additionally, all flying creatures within that radius must succeed on a DC 15 dexterity saving throw or fall.
The Wendigo gains a flying speed of 80ft. until initiative count 20 next turn, at which point, if it is still flying, it descends gently to the ground, taking no fall damage.
The Wendigo summons a powerful gust of wind to attack it's enemies. All creatures within one 10ft. cube within 60ft. of the Wendigo must make a DC 15 constitution saving throw, taking 14(4d6) cold damage and being pushed 10ft. in a direction of the Wendigo's choice on a failed save, or taking half that damage and not being pushed on a success.
Regional Effects
The region containing a Wendigo lair is warped by the creature's malign influence, which creates one or more of the following effects:
People in the region have troubling dreams, particularly ones involving eating other humanoids.
The region is constantly affected by bad weather, particularly strong winds and continuous snow, which means that visibility is reduced to 60ft., beyond which it is lightly obscured.
All open fires which are not magical in nature go out, and refuse to light. Torches go out, though not covered lanterns.