No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120' (40')
—Fly: 210' (70')
Armor Class: 3
Hit Dice: 12
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d10 / 1d10, or by weapon
Save: L12
Morale: 9
Hoard Class: XXII
XP: 7,600
Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes. Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.
If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.
Highly intelligent, wendighosts are proficient with Ancient tools and artifacts. And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!
Seriously. They're brutal.
Mutations: Enhanced Vision (Night), Fear Generation, Increased Balance, Increased Willpower, Psionic Flight, Reflective Epidermis (Cold)
—
[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]
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