Wendigo
Medium, Undead, neutral evil
- Armor Class 13
- Hit Points 55 (10d8 + 10) (20/55/90)
- Speed 40ft., burrow 5ft., climb 20ft.
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 10 (+/-0)
- Proficiency: +3
- Saving throws Con +4, Wis +4
- Skills Intimidation +5, Perception +4, Stealth +5
- Damage Resistances Necrotic
- Damage Immunities Poison
- Condition Immunities charmed, exhausted, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Understands Abyssal and Common but speaks only through the use of its Mimicry trait
- Challenge 3 (700 XP)
Mimicry. The wendigo can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Keen smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.
Running Leap. The Wendigo's long jump is up to 30 feet and its high jump is up to 20 feet when it has a running start.
Pounce. If the Wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Wendigo can make one bite attack against it as a bonus action.
Undead Fortitude. If damage reduces the wendigo to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wendigo drops to 1 hit point instead.
Spider Climb. The wendigo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The wendigo makes two melee attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Horrifying Screech. Each non-undead creature within 60 feet of the wendigo that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this wendigo's Horrifying Screech for the next 24 hours.