Medium monstrosity, chaotic evil

Armor Class 17 (natural armor)

Hit Points 126 (11d12 + 55)

Speed 40 ft., climb 30ft.

20 (5) 15 (3) 21 (6) 8 (-1) 16 (3) 6 (-2)
  • Skills Perception +7, Stealth +6

    Damage Vulnerabilities fire

    Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

    Senses darkvision 60 ft., passive Perception 17

    Languages Common, but cannot speak

    Challenge 9 (5,000 XP)

  • Elusive. Enemy attacks of opportunity against a wendigo are taken with disadvantage.

    Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Forest Camouflage. The wendigo has advantage on Dexterity (Stealth) checks made to hide in forested terrain.

    Wounded Fury. While it has 20 hit points or fewer, the wendigo has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage on any target it hits with a melee attack.


    Multiattack. The wendigo makes two claw attacks.

    Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

    Imitate Victim. All humanoids within 200 feet of the wendigo must succeed on a DC 15 Wisdom saving throw. On a failure, the target believes the call to be an innocent victim in danger. Good-aligned characters must use their move action on the following turn to move towards the wendigo by the most direct route possible.

  • Legendary Actions

    The wendigo can take 3 legendary actions, 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.

    Slip Away. The wendigo may move up to half of its speed and make a Dexterity (Stealth) check to hide.

    Frenzy. The wendigo makes a Claw attack.

Rumored to be either humanoids stricken with a curse of eternal hunger due to their sin of cannibalism or distant relatives of the yeti, wendigos are expert hunters and trappers. They lure their victims into their trapped lairs by mimicking the sound of innocents in distress. They keep their quarry entrapped and alive consuming their flesh slowly, bit by bit.

A Wendigo’s Lair

Wendigo dwell in labyrinthine burrows beneath the forest. The forests above are often devoid of animal life, consumed by the wendigo in its eternal hunger, and even the trees may be stripped of foliage and bark.

Lair Actions

On initiative count 20 (losing initiative ties), the wendigo takes a lair action to cause one of the following effects:

  • Part of the ceiling above one creature that the wendigo can see within 60 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable o breathe until it makes a DC 10 Strength check, ending the buried state on a success.
  • Snares made of rope and tangled vines ensnare anyone in a 10-foot radius centered on a point on the ground that the wendigo can ee within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the snares. A creature can be freed if it or another creature within 5 feet takes an action to make a DC 15 Strength check and succeeds. These snares remain effective until three creatures succeed on their saving throws or Strength checks, at brapoint the snares are shredded beyond further use.

Regional Effects

The region containing the wendigo is changed by the mere presence of such an apex predator.

  • Pit traps litter the area around the wendigos lair. A pit trap can be spotted from a safe distance with a DC 15 Wisdom (Perception) check. Otherwise, the first creature to step on the thin branches covering the pit must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the pit.
  • Within 1 mile of its lair, the wendigo leaves no physical trace of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
  • The foliage and game animals within 5 miles of the lair have been eaten. Anyone except the wendigo who makes a Wisdom (Survival) or Dexterity (Stealth) check in this area does so with disadvantage.