Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Mimicry. The wendigo can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Masks of the Wild. The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Multiattack. The wendigo makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d6+3 piercing damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or take an additional 3 1d6 necrotic damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. Maddening Feast. The wendigo feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the wendigo’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
The wendigo transformation makes humanoids appear as gaunt corpse-like creatures, with taut skin, jagged yellow teeth, and long claws. Often mistaken for ghouls and ghasts
Arctic, Forests, places of Supernatural Cold, Caves, Lands experiencing Winter.