Elder Wendigo | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Elder Wendigo

Large fiend, chaotic evil
Armor Class 16
Hit Points 91 14d8+28
Speed 40ft Climb: 40ft

STR
18 +4
DEX
18 +4
CON
16 +3
INT
10 0
WIS
13 +1
CHA
13 +1

Saving Throws STR +7
Skills Stealth +6, Survival +4, Athletics +7, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Cold
Condition Immunities Frightened
Senses Darkvision 60ft., Passive Perception 14
Languages Any languages it knew in life, Abyssal
Challenge 9

The Wendigo uses Wisdom as its spellcasting ability.

At will: Minor Illusion, Thaumaturgy, Dancing Lights

1/day: Control Weather

2/day: Fog Cloud


Mimicry. After observing a creature for one minute, the wendigo acquires supernatural insight and has advantage on Charisma (Performance) checks to imitate the voice of someone the target knows. This ability lasts until 24 after the Wendigo last observed the target.   Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.   Wendigo Fever. Creatures struck by the Wendigo must make a DC 14 Constitution saving throw. On a failed save, they must spend their actions to attempt to remove their clothing & armor as quickly as possible. This doffing occurs at the following intervals for armor category:  

  • Clothes or light armor - 1 turn
  • Medium Armor - 2 turns
  • Heavy Armor -3 turns
  If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Wendigo Fever for 1 week.   Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.   Ice Walk. The Wendigo can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.


Actions

Multiattack. The Wendigo can make two claw attacks and a bite attack on its turn.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Hit: 12 2d8+4 piercing damage. 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 10 ft., one target. Hit: 10 (2d8 + 4) slashing or piercing damage plus 3 (1d6) cold damage.   Maddening Feast. The Wendigo feasts on the corpse of one enemy within 5 feet of it that died within the past minute. Each creature of the Wendigo’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A 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 Maddening Feast for the next 24 hours.


 

Legendary Actions

The Wendigo may take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Wendigo regains spent legendary actions at the start of its turn.   Detect. The Wendigo makes a Wisdom (Perception) check.   Move. The Wendigo moves up to half its speed.

Regional Effects

The region containing an Elder Wendigo's lair is warped by the it's magic, which creates one or more of the following effects:  

  • Chilly fog lightly obscures the land within 6 miles of the wendigo's lair.
  • Freezing precipitation falls within 6 miles of the Wendigo's lair, sometimes forming blizzard conditions when it is at rest.
  • Hunger, covetousness, and cannibalistic propensities are amplified within a 10 mile radius of the Wendigo's lair. This does not have any directly debilitating effects, but it should be described in such a fashion as to indicate those feelings increasing in intensity as the players near the lair.


A wendigo that has eaten many meals grows not only in size but also in malice. Stag-like horn growths appear on its head, its ribs burst out of its chest, and its once humanoid skull transforms into that of a deer-like shape, its skin and eyes gone. Wendigos are already a force to be reckoned with, but with time and food they can dominate entire landscapes.

Arctic, areas of supernatural cold, any lands experiencing winter.


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