“The job is clear. You shall escort my caravan through the brutal and harsh beast lands, then aid me in distributing these medicinal creations to the people of my tribe. The latter is easy, the former is likely to kill you if you lack the knowledge. As it is, some buffoon who followed me around nearly died, but I taught him some of my ways. But, he’s not important. Are you up for this task? If not, stand aside. And please, direct questions for my caravan’s scout. He is knowledgeable on almost all travel matters. Also, don’t mind the living dead.” – Moonlotus Fadingdusk, a human witch from the Seeking Mind tribe… Or so she says.
There’s a handful of beastly creatures out there in the weird western frontier. A few varmints aren’t overly harmful, while others are truly malicious. The vast wilderness requires one on their toes at all times, lest they get torn apart by the seems, some quick snack for a cunning predator. It’s this reason why rangers and trailblazers join caravans, to minimize casualties outside of civilization.
Author’s Note: More weird critters, yeah! I decided a few obligatory folk tales were a necessary add-on, because fur bearing trout and jackalope are truly fun stories. While it was supposed to be in another post on native inspired folk beasts, I added the accursed wendigo here. Warning, this one is quite strong!
“A Hairy Fish! Ain’t it the strangest thing? I tell ya, I actually caught one, right off the glacial expanse during a pioneering trip. Don’t look at me like that! This is REAL! IT’S REAL!!!” – Gristle Pete, crazy old cook
Tiny beast, unaligned
Armor Class 12
Hit Points 5 (2d4)
Speed 5ft., Swim 30ft.
STR 3 (-4) DEX 15 (+2) CON 10 (+0) INT 3 (-4) WIS 10 (+0) CHA 5 (-3)
Skills Acrobatics +4
Senses passive Perception 10
Challenge 0 (10 XP)
Unbelievable! Any attempts to convince someone of this creature’s existence are always made with disadvantage.
Tail Slap. Melee Weapon Attack: +4 to hit, range 5ft., one creature. Hit: 1 bludgeoning damage.
A living legend and living little nightmare. They say that crossing one of those and not taking the little critter down is a sure fire way to get a run of bad luck. Trust me, you’ll know one when you see one. Best make sure your aim is good.
Small monstrosity, chaotic neutral
Armor Class 13 (natural armor)
Hit Points 24 (7d6)
STR 2 (-4) DEX 15 (+2) CON 10 (+0) INT 7 (-2) WIS 16 (+3) CHA 11 (+0)
Saving Throws Dexterity +4
Skills Acrobatics +4, Perception +7, Stealth +6
Damage Immunities lightning
Senses Darkvision 60ft., passive Perception 17
Challenge 1/4 (50 XP)
Inflict Bad Luck. Creatures stalked by a wrathful jackalope get bad luck. As a bonus action, a creature within 60ft. of the jackalope must make a (DC 13) Wisdom saving throw. Upon failure, they gain a bad luck hex. Once per round, at DM’s call, roll a d4. On a 1, the target’s next roll is made with disadvantage instead. This effect remains until affected by a Remove Curse spell or completely a long rest.
Lightning Healer. When hit with lightning damage, the jackalope instead heals 1/2 of the damage that would have been dealt to it.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful (DC 13) Insight check.
Gore/Nibble. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
The Bearfolk, the ursine people. They often live away from other beings, mostly because they hate company. Keeping to themselves and their own, they’re not as big on trade. However, befriend a bear person? You have an ally for life. Only a fool would make one mad. You have the strength of a bear with the intelligent wits of sentience. Of course, they don’t go out of the way to look for trouble, except when they’re really hungry. Plus, almost all of ’em are trained for war at a young age.
Medium humanoid (bearfolk), 50% neutral, 25% neutral good, 25% neutral evil
Armor Class 14 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40ft., Climb 30ft.
STR 19 (+4) DEX 11 (+0) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 9 (-1)
Skills Intimidate +3, Perception +3
Senses Darkvision 60ft., passive Perception 13
Languages Common, Ursine, speak with Bears
Challenge 2 (450 XP)
Bear Rage (2/Day). The bearfolk can enter a battle rage as a bonus action, as their fury drives their battle. They gain resistance to non-magical weapon damage while in this state. In addition, they add an additional +2 damage to their melee weapon attacks. This lasts for 1 minute or if the bearfolk ends the rage early.
Keen Smell. Bearfolk have advantage on Perception checks using smell.
Powerful Build. The bearfolk count as one size larger when determining their carrying capacity and the weight that they can push, drag, or lift.
Reckless Attack. The bearfolk can lunge into battle, in hopes of a more direct hit. It may grant itself advantage on its attacks for this round. However, all attacks against it have advantage until the start of its next turn.
Multiattack. The bearfolk may attack with claws and either bite or battle axe during its turn.
Battle Ax. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
VARIANT: Grizzly Warrior
The elites among their kind, far larger and more capable of dealing more damage to their foes.
- Change size to Large.
- Increase hit points to 42 (5d10 + 15) instead.
- Remove Powerful Build.
- Add +3 damage to rage bonus instead.
- Resist all damage except psychic while raging.
- Increase challenge to 3 (700 XP)
VARIANT: Ursa Mystic
There are those who channel incredible energies through themselves, acting as conduits to the otherworld. They can even conjure phantasmal claw attacks that launch at foes. These bearfolk are priests, diviners and witch doctors among their people.
- Increase Wisdom to 18 (+4) and Charisma to 12 (+1) (Intimidate +5, Perception +6)
- Gain Essences of Magic. The Mystic has advantage on all saving throws versus spells and magical effects. Attacks made by the Ursa Mystic are considered magical.
- Gain Spellcasting. The Mystic casts spells as if it were a 5th level druid. It uses Wisdom as its casting stat (+6 to hit, DC 14).
- Cantrips: Control Flames, Gust, Thorn Whip (2d6)
- 1st Level (4 Slots): Animal Friendship, Beast Bond, Cure Wounds, Detect Poison and Disease (Ritual)
- 2nd Level (3 Slots): Dust Devil, Flaming Sphere, Hold Person
- 3rd Level (2 Slots): Call Lightning, Erupting Earth
- Multiattack. The Usra Mystic can make two Spirit Claws attacks instead.
- Gain new attack: Spirit Claws. Ranged Spell Attack: +6 to hit, range 60ft., one creature. Hit: 10 (1d12 + 4) slashing damage.
- Increase Challenge to 3 (700 XP)
Variant: War Sage
- Combining both Grizzly Warrior and Ursa Mystic variants.
- Increase Hit Points to 59 (7d10 + 21)
- Increase proficiency to (+3)
- Increase Spellcasting Spellcasting level to 9th level. (+7 to hit, DC 15) Add the following:
- 3rd Level (3 Slots): Meld into Stone
- 4th Level (3 Slots): Blight, Guardian of Nature
- 5th Level (1 Slots): Wrath of Nature
- Increase Challenge 5 (1,800 XP)
The chupacabra is a savage hunter, preying on livestock and draining them much like a vampire. For some reason, drinking blood is its means of feasting, but it’s not an undead creature. Some researchers have a hunch that it’s a distant relative, perhaps the result of demonic tampering.
Small monstrosity, neutral
Armor Class 14
Hit Points 40 (9d6 + 9)
STR 14 (+2) DEX 18 (+4) CON 13 (+1) INT 7 (-2) WIS 15 (+2) CHA 12 (+1)
Saving Throws Strength +4, Constitution +3
Skills Perception +4, Stealth +6, Survival +6
Senses Darkvision 60ft., passive Perception 14
Challenge 2 (450 XP)
Invigorating Drain. The chupacabra feels empowered after feasting on blood. If the target of a bite attack fails its Constitution saving throw, the chupacabra drains its blood and gains the following boons until the end of its next turn:
- Its speed becomes 60ft.
- Its armor class becomes 16.
- If it attacks a previously drained target, they suffer an additional 2 (1d4) necrotic damage per attack that hits them.
Shadowy Stealth. While hiding behind naturally obscuring terrain or in dark areas, the chupacabra gains advantage on Stealth checks.
Multiattack. The chupacabra may attack with one bite and one claw attack during its turn. Alternatively, it may make two claw attacks on its turn instead.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 6 (1d8 + 2) piercing damage. The target must also make a (DC 13) Constitution saving throw. Upon failure, the target’s maximum hit points value is reduced by the total damage dealt. In addition, the chupacabra gains the benefits of Invigorating Drain. (See Above.)
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 9 (2d4 + 4) slashing damage.
Variant: Flying Chupacabra
“Oh no, they can fly too!” – A very sad farmer.
- Increase hit points to 60 (11d6 + 22)
- Increase Strength to 15 (+2) and Constitution to 14 (+2) (Constitution saving throw +4)
- Gain 40ft. speed to fly, can be affected by Invigorating Drain.
- Gain new trait, Swooping Dive. As a bonus action, the chupacabra moves its flight speed towards a nearby target. It can only use this ability if there is a target at the end of its path.
- Increase to Challenge 3 (700 XP)
Those who dare to cannibalize their own are often stricken with a truly horrid curse. These maddened souls become a creature of pure wickedness called the Wendigo. These dark spirits haunt inhospitable regions, devouring and corrupting all they can find in their path. Some find themselves in the dreaming itself, unleashing their tainted curse upon the nightmares of countless victims. Among more northern-based indigenous communities, the tale of the wendigo is enough to strike a terrible chill down one’s spine.
Cursed Abomination. The Wendigo must choose another humanoid species, it was this creature before becoming cursed. This ability related to Consume Flesh as well as other potential opportunities. Furthermore, the wendigo counts as both a fey and an undead creature.
Large fey (undead), chaotic evil
Armor Class 16 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 60ft./ Hover (10ft. off the ground) 60ft.
STR 22 (+6) DEX 14 (+2) CON 21 (+5) INT 6 (-2) WIS 15 (+2) CHA 7 (-2)
Saving Throws Dexterity +7, Intelligence +8, Wisdom +7, Charisma +8
Skills Acrobatics +7, Athletics +11, Intimidation +8, Perception +7, Stealth +12, Survival +7
Damage Resistances lightning, bludgeoning/piercing/slashing from non-magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned
Senses Darkvision 120ft., passive Perception 17
Languages understands any it knew in life.
Challenge 17 (18,000 XP)
Acute Hunter. The Wendigo can mimic voices of creatures it has heard in the last 24 hours, able to produce sounds and even speech patterns. It can throw its voice up to 60ft. away from it. In addition, checks utilizing smell and hearing (such as with Perception) are made with advantage.
Consume Flesh. When the Wendigo kills a creature or encounters a corpse, it may also consume part of its flesh as well. While adjacent to a corpse, the wendigo may use a bonus action or an action and regain 11 (2d10) hit points or 16 (3d10) hit points if the wendigo was the same species as the creature it’s currently eating.
Magical Resistance. The Wendigo has advantage on all saving throws against spells and magical effects.
Mask of the Wild. The Wendigo can attempt hiding, even when it’s lightly obscured by various natural phenomena such as foliage or weather patterns.
Wendigo Fever. Any creature that is struck by one of the wendigo’s unarmed attacks (bite or claw) must make a (DC 20) Constitution saving throw at the start of their next turn. Upon failure, the victim gains the effects of the poisoned condition (this does not count as being “poisoned”), as well as gains a level of exhaustion next time they take a long rest. While infected, they receive no benefits of a long rest. The victim continues to accumulate exhaustion until it dies from it (or from another cause). However, the victim may make a (DC 10) Nature check to realize that cannibalizing a creature of the same species as it will stave off the fever. Upon feasting, the creature falls unconscious and slowly mutates into a Wendigo NPC under the DM’s control. The victim cannot be awakened during this process. If the victim dies before becoming a wendigo, it instead becomes a Ghoul. In order to remove this illness, the wendigo that infected them must be killed. Afterwards, they must receive a Greater Restoration spell or higher level of magic in order to get rid of it the rest of the way.
Multiattack. The Wendigo may attack with its Gore/Bite, Claw and Slam attacks 3 times per round.
Gore/Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one creature. Hit: 15 (2d8 + 6) piercing plus 7 (2d6) cold damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10ft., one creature. Hit: 15 (2d8 + 6) slashing plus 7 (2d6) cold damage.
Slam. Melee Weapon Attack: +11 to hit, reach 10ft., one creature. Hit: 15 (2d8 + 6) bludgeoning plus 7 (2d6) cold damage.
Wicked Roar (Recharge 4 – 6). All creatures within 60ft. of the Wendigo must make a (DC 20) Wisdom saving throw. Any creature that succeeds on the initial save is unaffected by this ability. Any creature that fails is frightened and their speed is reduced to 0 for up to 1 minute. However, the victim may attempt a new save at the end of their turn. If the creature succeeds on their following save, they remain frightened for the duration, have their speed brought back to full and must use their movement leave the Wendigo’s 60ft. area of influence. If the target succeeds the initial saving throw, the duration has ended or the effect is cured; they are no longer affected and are immune to this ability for 24 hours.
The Wendigo is capable of using up to 3 legendary actions per round. It may utilize a legendary action at the end of another creature’s turn. At the start of the its next turn, it regains its legendary actions.
Inhale (2 Actions). The Wendigo recharges Wicked Roar automatically.
Natural Attack. The Wendigo may make a Gore/Bite, Claws or Slam attack.
Pounce (2 Actions). The Wendigo jumps 60ft. towards a target it can attack, making 1 melee attack. The Wendigo cannot receive attacks of opportunity for doing this.
Vanish into the Wind. The Wendigo turns invisible until the end of its next turn or until it uses an attack action, as long as it’s slightly concealed by natural phenomena. It may also move 30ft.
IMAGE CREDITS: X – PERSON, Jackalope – Mickehill, Bear of Peace – Goldenwolf, bbWendigo – IrenHorrors, Fur-Bearing Trout – lifeofgeek, Chupacabra – Eric Lofgren
Created by Doctor Necrotic, for Doctor Necrotic Media. All rights and copyrights belong to respective owners.