Wendigo
Wendigo
Medium monstrosity, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 150 (20d8+60)
- Speed 40 ft.
- STR
21 (+5) - DEX
18 (+4) - CON
16 (+3) - INT
11 (+0) - WIS
16 (+3) - CHA
12 (+1)
- Skills Athletics +9, Perception +7, Stealth +8, Survival +7
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, fire
- Condition Immunities exhaustion, stunned
- Senses darkvision 120 ft., passive Perception 17
- Languages Common
- Challenge 11 (7,200 XP)
- Aura of Starvation. A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. 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 Aura of Starvation for the next 24 hours.
- Magic Resistance. The wendigo has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.
- Icy Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.
- Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
- Frozen Spittle. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.