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Iron Wendigo

Iron Wendigo

Medium construct, chaotic evil

Armor Class 18
Hit Points 125
Speed 40 ft.
STR
18
(+4)
DEX
20
(+5)
CON
16
(+3)
INT
8
(-1)
WIS
5
(-3)
CHA
5
(-3)
Saving Throws Str +8, Con +4, Dex +6
Skills Perception +4
Damage Resistances BPS from nonmagical attacks, Cold
Damage Immunities Necrotic, Poison
Condition Immunities Prone, Frightened, Charmed, Exhaustion, Poisoned, Deafened
Senses Passive Perception 15
Languages Understands Common
Challenge 5 (1,800 XP)

Blood Frenzy. The Wendigo has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Aggressive. As a bonus action, the Wendigo can move up to its speed toward a hostile creature it can see.

Magic Resistance. The {name} has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Wendigo makes either two Claw attacks or one Claw attack and one Bite attack

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+2) piercing damage plus 8 (1d8+2) necrotic damage

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12) slashing damage

Grinding Gears. The Wendigo releases a horrid screeching akin to the sound of gears grinding to a halt. Anything that can hear the Wendigo must make a DC 15 Wisdom saving throw or be frightened until the end of their turn. Can make saving throw again to end the effect each turn frightened

Reactions

Uncanny Dodge. When an attacker the Wendigo can see hits it with an attack, the Wendigo halves the damage taken from the attack. To do so, the Wendigo must be able to see the attacker.