Sunday, September 11, 2016

Indominus Rex

I'm sure many of you have seen Jurassic World by now. No doubt some of you loved it and some of you hated it. Regardless, you have to admit the Indominus Rex makes one heck of a D&D monster.

So, spoilers for all five of you who haven't seen the movie and still care about what happens. The Indominus Rex is a hybrid dinosaur made from combining DNA from the T Rex with velociraptor, tree frog, cuttlefish, and, I don't know, the Rock and I think maybe the Predator. Anyway, it's a bad mofo; smarter and more maladjusted than other dinosaurs, with the ability to camouflage itself. It also temporarily takes over the supposedly trained velociraptor pack because it's essentially a giant velociraptor with an incredibly bad attitude. I suspect How It Should Have Ended got it right when it portrayed the conversation as: I Rex: "Hey, we should eat all the humans." Velociraptors: "You make a very compelling argument."

Here's the thought I had for how this monster could fit into a D&D game, assuming you don't have mad scientists combining a bunch of random DNA together in a lab for giggles. Demogorgon's layer of the Abyss is supposed to have a giant jungle just loaded with dinosaurs and other nasty things. The Indominus Rex could be something that just evolved there, since it is the Abyss. Or, Demogorgon could have made the critter for yucks, because he apparently likes doing that sort of thing. I would imagine that a jungle in the Abyss is a really tough place to live, so while the I Rex probably wouldn't really group together in a less deadly environment, I could see some coming together for mutual benefit in that toxic cesspool. They certainly are smart enough to figure that one out. Obviously, it working with the velociraptors in the movie is what originally suggested the pack tactics. If your party can't handle three or four of these things, though, what are they doing in the Abyss?

Just to be upfront about it, I blatantly stole most of the design from Shawn Ellsworth over at Tribality. They do a lot of good stuff over there, if you haven't checked them out yet. I borrowed a tiny bit from DM Paul Weber, then mixed things up to my liking and here is what I got.



Indominus Rex
Huge monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 147 (14d12+56)
Speed 60 ft.

Str        Dex      Con      Int        Wis      Cha
25 (+7) 14 (+2) 18 (+4) 7 (-2)   14 (+2) 10 (+0)
Skills Perception +6, Stealth +6
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 10

Ambusher. The indominus rex has advantage on attack rolls against any creature it has surprised.

Chameleon. The indominus rex is able to change its color to blend in with the foliage around it. It has advantage on Dexterity (Stealth) checks to hide, and it may take the Hide action as a bonus action.

Keen Senses. The indominus rex has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The indominus rex has advantage on attack rolls against a creature if it has at least one of the indominus rex’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
Multiattack. The indominus rex makes two attacks: one with its bite and one with either its claws or tail. It can’t make a bite attack and a tail attack against the same target.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until the grapple ends, the target is restrained, and the indominus rex can’t bite another target.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) slashing damage.


Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Sunday, September 4, 2016

On a lark, I converted the Aspis to D&D 5e

Well, I converted the drone, anyway. These guys first appeared way back in 1981 in module A1, Slave Pits of the Undercity. They've been around here and there since.


This picture is from Slave Pits of the Undercity.

Aspis Drone
Medium humanoid (aspis), neutral

Armor Class 18 (natural armor, shield)
Hit Points 33 (6d8+6)
Speed 30 ft.

Str        Dex      Con      Int        Wis      Cha
12 (+1) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 7 (-2)

Skills Perception +3, Survival +3
Damage Resistances acid, fire
Senses darkvision 60 ft., passive Perception 13
Languages Aspis
Challenge 1 (200 XP)

Keen Smell. The aspis drone has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The aspis drone makes two attacks with its claws or two attacks with its weapons.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Aspis are a species of insect creatures that dwell in underground nests not very far below the surface. These nests are a complex series of tunnels connecting a number of chambers. Most people will only ever encounter aspis drones, as they handle all of the foraging and other duties necessary for the survival of the nest.

Aspis drones look like giant weevils, with tough, chitinous bodies that are typically grey or off-white in color. They have two multifaceted eyes, a pair of short, blunt antennae, and a long proboscis. They have six legs, each of which ends in claws capable of fine manipulation.

Insular Hive Mind
Aspis colonies tend to keep to themselves and rarely have much interest in interacting with other species. During lean times, aspis drones may raid nearby communities.

An aspis drone lacks any sort of individuality; no names, no personality to speak of. They live to serve the aspis cow that dwells at the center of their tunnel network. A drone rarely takes action without first being instructed by the cow.

Defenders of the Nest
Aspis drones are tasked with defending the nest from all threats. When they enter combat, they rear up onto their hind-most legs and use their other four limbs for fighting. An aspis drone will usually use a pair of handaxes or shortswords, and they also commonly use a shield. Their bodies are not suitable for using a bow, but they will use darts for ranged combat.

An aspis drone defending its nest is fearless and will fight to the death without hesitation. Despite the drone’s usual lack of initiative, it will fight intelligently. If it is forced to withdraw, it will attempt to stymie pursuit by setting simple traps. Aspis nests always have traps protecting the most important areas, such as the central chamber or the larvae chambers.

The Nose Knows
Aspis do not have a verbal language. They communicate entirely through body language and scents. Most humanoids are incapable of detecting the subtle variations in the scents used in aspis conversation. Rarely, an aspis drone might learn a very rough form of another species’ language.


Aspis are able to influence other sorts of insects with their scents. They most commonly use giant ants are guardians for their nests. An aspis nest will usually have a handful of giant ants present, though on occasion they will have a full giant ant nest mixing its tunnels with that of the aspis nest.

Saturday, August 27, 2016

The Yuki-onna - the Snow Woman

The yuki-onna (snow woman) is a spirit of Japanese folklore. As beautiful as she is malevolent, she seeks out those lost in snowstorms to feed on their life forces and leave frozen corpses in her wake.

Yuki-onna
Medium undead, neutral evil

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

Str        Dex      Con      Int        Wis      Cha
7 (-2)   13 (+1) 10 (+0) 10 (+0) 13 (+1) 17 (+3)

Skills Deception +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Challenge 5

Ethereal Sight. The yuki-onna can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Innate Spellcasting. The yuki-onna’s innate spellcasting ability is Charisma (spell save DC 14). The yuki-onna can innately cast the following spells, requiring no material components:
At will: gust of wind
1/day each: compulsion, Otiluke’s freezing sphere, telekinesis

Incorpeal Movement. The yuki-onna can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Life-Draining Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. The target’s hit point maximum is reduced by an equal amount, and the yuki-onna regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, leaving a frost-covered corpse.

Cold Breath (Recharges 5-6). The yuki-onna exhales an icy blast in a 60-cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, half as much damage on a successful one. A creature killed by the yuki-onna’s cold breath becomes a frozen statue until it thaws.

Etherealness. The yuki-onna enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

The yuki-onna comes with the winter storm, seeking out those who are lost in the driven snow. The spirit of one who died in the snow, the yuki-onna is a vengeful creature. It seeks to bring the same fate to others that befell it in life.

The yuki-onna appears as a tall, beautiful woman who is extremely pale, with long, black hair. It dresses in white, and blends into the snow easily. It is only when it draws near enough to see its eyes, like twin flecks of ice, that its inhumane nature becomes clear.

The Freezing Touch of Death

The yuki-onna uses the cover of the blizzard to draw close to its prey. It tries to deceive those it hunts, striking when the prey comes within reach. The yuki-onna’s touch feels bitterly cold, drawing forth the life force of the living upon which it feeds.

The yuki-onna can do far more than kill with its touch. The spirit wields a variety of supernatural powers, such as compelling a victim to move away from safety or redirecting the wind. Its very breath can freeze a man solid, leaving a horrible monument to its malevolence.


Typically, the yuki-onna’s attack is without mercy. Occasionally, however, the spirit will spare someone. Its reasons are mysterious, but those it spares are usually very young or very beautiful.

Sunday, August 21, 2016

Throwing my hat into the DM's Guild ring.

I've finally decided to give the DM's Guild a try. My first effort is the Folio of Fiends, which takes a bunch of classic monsters from the Fiend Folio from the early 1980's and updates them to D&D 5e. It's pay what you want, so if you don't want to pay anything, you're in luck!
Go check it out: Folio of Fiends

Thank ya kindly.

Monday, August 15, 2016

Fall-from-Grace of Planescape: Torment fame

Fall-from-Grace is possibly one of the most unusual succubi in the outer planes. She was in the Planescape: Torment game, and mentioned in a couple of other places in the D&D game. The daughter of Red Shroud, granddaughter of Malcanthet and Pazuzu, she shows that sometimes the apple does fall far from the tree.

Fall-From-Grace
Medium fiend (shapechanger), lawful neutral

Armor Class 16 (natural armor)
Hit Points 105 (14d8+42)
Speed 30 ft., fly 60 ft.

Str        Dex      Con      Int        Wis      Cha
13 (+1) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 19 (+4)

Saves Wisdom +6, Charisma +7
Skills Arcana +6, History +6, Insight +6, Perception +6, Persuasion +7, Religion +6
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Challenge 6

Telepathic Bond. Fall-from-Grace ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don’t even need to be on the same plane of existence.

Shapechanger. Fall-from-Grace can use her action to polymorph into a Small or Medium humanoid, or back to her true form. Without wing, Fall-from-Grace loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Spellcaster. Fall-from-Grace is a 9th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with attack spells). Fall-from-Grace has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, cure wounds, sanctuary, shield of faith
2nd level (3 slots): blindness/deafness, silence, spiritual weapon
3rd level (3 slots): dispel magic
4th level (3 slots): banishment, freedom of movement
5th level (1 slot): dispel evil and good, raise dead

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Charm. One humanoid Fall-from-Grace can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Fall-from-Grace’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Fall-from-Grace’s Charm for the next 24 hours.
Fall-from-Grace can have only one target charmed at a time. If she charms another, the effect on the previous target ends.

Draining Kiss. Fall-from-Grace kisses a creature charmed by her or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 42 (7d10+4) psychic damage on a failed save, or half a much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. Fall-from-Grace magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fall-from-Grace’s equipment:

Fall-from-Grace’s Earrings
Wondrous item, very rare (requires attunement by a female)

Fall-from-Grace’s earrings give +1 to AC and saving throws while worn.

Fall-from-Grace’s Chastity Bodice
Wondrous item, very rare (requires attunement by a female)

Fall-from-Grace’s Chastity Bodice gives advantage on saving throws against spells and other magical effects while worn. It also has minor enchantments on it that keep it clean and repair minor damage in the fabric.

Fall-from-Grace is the daughter of the succubus Red Shroud, who is in turn the daughter of Malcanthet, the Queen of Succubi, and Pazuzu, Prince of the Lower Aerial Kingdoms. Red Shroud sold her daughter to the devils of the Nine Hells, where she served as a slave for an uncertain amount of time. She challenged one of her infernal masters to a contest of improvisation, which she won, and thereby earned her freedom.

Once freed, Fall-from-Grace left the lower planes for Sigil, where she encountered the Society of Sensation. Identifying with their philosophy, she joined the Society and founded the Brothel for Slaking Intellectual Lusts. There, the staff offered intellectual and emotional stimulation, rather than sexual.

Fall-from-Grace is a creature of contradictions. Born of chaos and evil, she is lawful and inclined towards good. A creature of dark sexuality, she is by all appearances chaste. She possesses the holy powers of a cleric, yet worships no god. She is dedicated to the philosophy of the Sensates.

She left the Brothel for Slaking Intellectual Lusts for a time to accompany the Nameless One on his quest. What happened afterwards is unknown, just as it is unknown how she fared during the Faction War in Sigil. It is known that the Society of Sensation didn’t survive the Faction War, though many of its members did.


Fall-from-Grace is, like all of her kind, extremely beautiful. Blonde, statuesque and perfect in form, save for the small pair of horns that grow from her brow and the dark wings that extend out from her back. She dresses modestly, though this does little to disguise the beauty of her form. She abhors the touch of metal, a fact not known to many, and as a result refuses to wield weapons in combat.

Friday, August 12, 2016

The Gear Spirit & Nordom the Rogue Modron

Just to be upfront, I've never played Planescape: Torment. So it's possible I have no business statting up a character from the game, but I'm going to do it anyway. Because he looked kind of cool on the game's wiki. So, I give you Nordom Whistleklik, rogue modron.

I've also created stats for the Gear Spirits, creatures of living metal tasked with maintaining the cogs of Mechanus. They basically sound like they've been enslaved by the modrons, and sometimes one just can't stand it anymore and goes walkabout.


Nordom Whistleklik as depicted in the game.

Nordom Whistleklik
Medium construct, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 52 (7d8+21)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
16 (+3) 16 (+3) 16 (+3) 16 (+3) 8 (-1)   8 (-1)

Skills Perception +1
Senses truesight 120 ft., passive Perception 11
Languages Common, Modron
Challenge 3

Crossbow Expert. Nordom ignores the loading quality of crossbows. Being within 5 feet of a hostile creature doesn’t impose disadvantage on its ranged attack rolls with crossbows.

Disintegration. If Nordom dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions
Multiattack. Nordom makes four fist attacks or four crossbow attacks.

Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) bludgeoning damage.

Nordom’s Crossbows
Nordom’s crossbows appear to be normal light crossbows made from metal. They are, however, actually a pair of gear spirits. They have Intelligence and Wisdom scores of 10, are capable to shifting their shape into other sorts of metal weapons and tools, and are able to generate a seemingly infinite amount of ammunition for their crossbow form. The ammunition they create is non-magical. Their metal forms are susceptible to rusting effects, such as the touch of a rust monster. These gear spirits, like Nordom, are rogues and are chaotic neutral in alignment. See below for more details on gear spirits.

Nordom Whistleklik is a rogue quadrone from the plane of Mechanus. Its function became altered after it was exposed to the raw chaos of Limbo. Nordom was encountered by the being known as the Nameless One in the Rubikon, also known as the Modron Maze, on the plane of Limbo. It was inadvertently given its name by the Nameless One when he referred to it as “a backwards modron”. Nordom joined the Nameless One on his quest for a time, and its ultimate fate is unknown. As a rogue modron, its kind are hunting for it so that they may take it back to Mechanus for destruction and replacement.

Nordom has managed to acquire a variety of upgrades, some more visible than others. These upgrades account for its altered stats. Nordom replaced its pair of wings with an extra pair of arms, which allows it to utilize two light crossbows in combat.

Despite it being a rogue, Nordom doesn’t have much more personality than a regular modron. It is still very much a mechanical thinker.

Gear Spirit
Small construct (shapechanger), lawful neutral

Armor Class 15 (natural armor)
Hit Points 4 (1d6+1)
Move 15 ft., burrow 15 ft.

Str        Dex      Con     Int        Wis      Cha
10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 10
Languages Modron
Challenge ¼ (50 XP)

Meld with Metal. The gear spirit is able to step into any manufactured metal or machinery large enough to fully contain its body. Once fully blended with a machine, it is able to command it to obey its will, though only within the established functions of the device. It could, for instance, make a wheel roll or unlock a door, but it would not be able to make a lamppost attack its enemies. While melded with a metal object, the gear spirit is able to see and hear its environment and it cannot be attacked directly. Destroying the metal object it is melded with forces the gear spirit to be expelled and fall prone into an unoccupied space.

Reduce Armor. If the gear spirit hits a creature wearing nonmagical metal armor or wielding a metal shield with a melee attack, the armor takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The gear spirit is unable to use this ability with ranged attacks.

Rust Susceptibility. The gear spirit’s body is vulnerable to rust of both natural and magical nature. A successful touch by a rust monster’s antennae removes 1 hit point from the gear spirit, destroying the gear spirit if its hit point total reaches 0. The gear spirit’s body rusts roughly twice as quickly as steel.

Shapechange. The gear spirit is able to change its form, commonly taking the shape of mechanical device or tools. It is able to change its limbs into tools and weapons or assume the form of a weapon at will. It is able to provide itself with near limitless ammunition if it changes all or part of its form into a crossbow.

Actions
Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.

Melee Weapon.  Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning, piercing, or slashing damage depending on weapon form.

Gear spirits are creatures of living metal, assuming a myriad of form. Though it typically takes the form of common tools or mechanical devices, it always has an irregularly shaped face visible. The gear spirits are formed and controlled by the modrons, tasked with the maintaining of the cogs of Mechanus. Each gear spirit is tied to a specific cog by the modrons.

The gear spirit is able to manipulate the shape of its body, taking on a form suitable for whatever task is at hand. It eats manufactured metal, which maintains its form, which is highly susceptible to rusting. The idea of rusting away to nothing is an absolutely horrifying thought for a gear spirit.


Gear spirits have more individuality and personality than modrons do. The servitude forced upon them rankles just a bit, and occasionally a gear spirit will slip away from its duties. Though there is little chance that the unsupervised cog will malfunction, there is still a chance and the modrons hunt down these rogue spirits in much the same way then hunt down rogue modrons. Once they have brought their quarry to Mechanus, a new gear spirit can then be formed to take its place.

Monday, August 8, 2016

The Wendigo prowls the winter night.

The wendigo is a monster from Algonuian folklore, a monster connected to cannibalism which prowls the northern forests of the Atlantic Coast and Great Lakes Region.

Here's the handy wiki article: https://en.wikipedia.org/wiki/Wendigo

Wendigo
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3)

Skills Perception +6, Stealth +6, Survival +7
Damage Resistances necrotic
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 6

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Innate Spellcasting. The wendigo’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day: water walk, wind walk
1/day: control weather

Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The wendigo makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Howl. The wendigo emits a horrific howl. Each creature within 60 feet of it that can hear it and isn’t an undead or construct must succeed on a DC 15 Wisdom saving throw or be frightened 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.

On lonely winter nights, as the frigid wind blows through the northern trees, a far off howl can be heard. A howl that causes a chill that has nothing to do with the winter cold. Constantly prowling, an insatiable hunger gnawing at its belly, is the wendigo. It comes with the snow, slaying and devouring all it meets, yet never having its fill. Many believe that this creature is created when a humanoid eats the flesh of its own kind, then is cursed by the gods for its crime. Others believe that those who succumb to cannibalism, regardless of the reason, then fall prey to evil spirits that ride the winter winds. Regardless of the truth of the matter, this fell beast relentlessly hunts the flesh of humanoids, its hunger never sated.

The wendigo is tall and gaunt to the point of appearing emaciated. Its ash grey skin is pulled tightly over its bones, which push out against its leathery hide. Its hair is long and stringy, and it sometimes has a wild beard. Its eyes are sunken into their sockets, tattered lips pull back to reveal wicked, jagged teeth, and its fingers end in hooked claws. A pair of curving antlers grows from its head, and those who have survived encountering the beast claim that it is surrounded by the faint odor of death and corruption.

No one knows for sure if there is more than one wendigo, as the beast is only ever encountered alone. It is nomadic, prowling the northern mountains and forests, maintaining only temporary lairs and following the frigid wind and snow.