MrStabby
2024-01-10, 12:48 PM
I have no idea if anyone has adapted the legend of the Wendigo to D&D - or rather I am somewhat certain someone must have, but I can't be bothered to search for it and its sometimes more fun to create than to read.
The version I have here is atypical (which might annoy a few people). There are reasons for this...
1) Its a high level monster. This is for the role I want for it. When do you stop wandering the wilderness? Somewhat when you can teleport there. No campaign goes to the wildreness, they go through it to get to a location: a town or a tomb or the fountain of youth or whatever. Your usual wilderness monsters stop being a challenge after a while or feel contrived or prescriptive. They lent themselves towards being beasts or monstrosities (there is no reason why 3 Roc can't be a worthy wilderness encounter for a party, though I am not sure how fun it would be). So I thought that parties tended to get access to teleport from level 11 but can sometimes be a little higher. I then thought about what the highest (reasonable) level encounter is that would work for this party.
2) I wanted a horror feel. Something supernatural. Something to make the nights in the wilderness scary. Something detectable by hunger, though hard to spot and hard to hear. I gave mechanics to slowly close inexorably with the party - longstrider at will, no exhaustion, an etherial step ability. I want the party to be able to be hunted, to know it but not to see the creature. Good stealth, fog cloud... all trying to help build this. D&D doesn't realy do horror well, so not the highest expectations.
3) Fey. The creature type might be a surprise. Honestly there is a lot that could kind of work. Undead, fiend, aberation (though not the usual type), giant, even elemental. I went for Fey because I wanted the creature to be a winter spirit and that same Eladrin type seasonal emphasis felt Fey.
4) The widrerness doesn't have much in... thats why its the wildrness. I wanted an encounter or an enemy that doesn't need a full adventuring day built around it. The Wendigo can retreat, heal and return to be multiple encounters. Its longer term debilitations (exhaustion, Max HP loss) but also the gained buffs from immunity to its hunger will keep an encounter shifting. There are enough spells and special abilities to hopefully keep the Wendigo fresh for a couple of encounters.
I am looking for something about CR17 or CR18. Eyballing it at present is making it look just a little on the weak side. Comparing this to an Adult Gold Dragon for the target CR - the Wendigo is much more fragile, much less mobile (80ft fly speed is good). The Wendigo does a ittle less damage and has worse to hit modifiers and a lower DC on spell effects. The Wendigo's spells are weaker than those crazy 12d10 breath weapon attacks... The Wendigo does have better resistances though and a bit of flexability through spells.
I think I coud buff it a little, not going too crazy, and keep it a potent foe.
The Wendigo
https://homebrewery.naturalcrit.com/share/UFBDVNdD4OcM
The version I have here is atypical (which might annoy a few people). There are reasons for this...
1) Its a high level monster. This is for the role I want for it. When do you stop wandering the wilderness? Somewhat when you can teleport there. No campaign goes to the wildreness, they go through it to get to a location: a town or a tomb or the fountain of youth or whatever. Your usual wilderness monsters stop being a challenge after a while or feel contrived or prescriptive. They lent themselves towards being beasts or monstrosities (there is no reason why 3 Roc can't be a worthy wilderness encounter for a party, though I am not sure how fun it would be). So I thought that parties tended to get access to teleport from level 11 but can sometimes be a little higher. I then thought about what the highest (reasonable) level encounter is that would work for this party.
2) I wanted a horror feel. Something supernatural. Something to make the nights in the wilderness scary. Something detectable by hunger, though hard to spot and hard to hear. I gave mechanics to slowly close inexorably with the party - longstrider at will, no exhaustion, an etherial step ability. I want the party to be able to be hunted, to know it but not to see the creature. Good stealth, fog cloud... all trying to help build this. D&D doesn't realy do horror well, so not the highest expectations.
3) Fey. The creature type might be a surprise. Honestly there is a lot that could kind of work. Undead, fiend, aberation (though not the usual type), giant, even elemental. I went for Fey because I wanted the creature to be a winter spirit and that same Eladrin type seasonal emphasis felt Fey.
4) The widrerness doesn't have much in... thats why its the wildrness. I wanted an encounter or an enemy that doesn't need a full adventuring day built around it. The Wendigo can retreat, heal and return to be multiple encounters. Its longer term debilitations (exhaustion, Max HP loss) but also the gained buffs from immunity to its hunger will keep an encounter shifting. There are enough spells and special abilities to hopefully keep the Wendigo fresh for a couple of encounters.
I am looking for something about CR17 or CR18. Eyballing it at present is making it look just a little on the weak side. Comparing this to an Adult Gold Dragon for the target CR - the Wendigo is much more fragile, much less mobile (80ft fly speed is good). The Wendigo does a ittle less damage and has worse to hit modifiers and a lower DC on spell effects. The Wendigo's spells are weaker than those crazy 12d10 breath weapon attacks... The Wendigo does have better resistances though and a bit of flexability through spells.
I think I coud buff it a little, not going too crazy, and keep it a potent foe.
The Wendigo
https://homebrewery.naturalcrit.com/share/UFBDVNdD4OcM