I made a Wendigo and tried to incorporate all of the things of the legends into it, then I tried to use the CR calculator to have a baseline of CR for the monster, I just don't know if the way it has lots of mechanics for hiding and a lot of movement, that isn't accounted by the CR calculator, will change its placement. And also idk why the passive perception is still 10 even after I had put a different value for its perception skill, I didn't find the spot to change it in D&D Beyond Homebrew thingy... if someone also knows where to fix it please tell me.
Description A wendigo is a horrific creature that was once a humanoid who succumbed to cannibalism in a desperate attempt to survive the harsh winter. Consumed by an insatiable hunger for flesh, the wendigo transforms into a gaunt, skeletal beast with antlers, claws, and glowing eyes. A wendigo stalks the frozen lands, hunting for more victims to devour and spreading its curse to those who eat the flesh of their own kind or are bitten by the Wendigo.
Unkillable. After successfully reducing the Wendigo to 0 hit points, it will return to 1 hit point in 1d4 minutes unless a special ritual is conducted:
To know how to perform the ritual, a creature must succeed on an Intelligence (Religion) check, DC 18. On a successful check the creature knows about the process and can instruct, help or perform the following ritual:
You must use a silvered weapon, such as a dagger, a sword, or a crossbow bolt, and make a melee or ranged weapon attack against the wendigo’s AC, on a hit you pierce its heart, The wendigo makes a Constitution saving throw against the weapon's damage or have its heart destroyed on a failed save. If the ritual stops here the Wendigo comes back to 1 hit point in 1d4 hours.
Then, a creature within 5 feet of the Wendigo's Body must take one action to make a Strength ability check DC 18 to shatter its heart into pieces and lock them in a silver box. Take the Wendigo's body and salt it and burn it or cast disintegrate on its body, and scatter its ashes to the winds. If the ritual stops here the Wendigo comes back to 1 hit point in 1d4 days.
The silver box has to be buried in a consecrated ground, such as one created by the hallow spell, or the forbiddance spell if it has its effects made permanent. At the end of this step of the ritual, the Wendigo is permanently destroyed, and any creature that was affected by the Wendigo's Fever is cured.
Lair and Lair Actions On initiative count 20 (losing initiative ties), the Wendigo takes a lair action to cause one of the following effects; the Wendigo can't use the same effect two rounds in a row:
Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the Wendigo, imposing disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. which lasts until the next time the Wendigo uses a lair action or until the Wendigo dies.
Freezing fog fills a 20-foot-radius sphere centered on a point the Wendigo can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog, when it appears, must make a DC 18 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the Wendigo uses this lair action again or until the Wendigo dies.