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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Wendigo/

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.

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