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Wetiko (Weh-Tee-Koe)

Demon Lord of Starvation & Cannibalisms

The Lord of Starvation and Cannibalism, The Endless Hunger, Wetiko the first Wendigo, standing at 17 ft. tall, Wetiko, seeks nothing more than to consume all living creatures in the universe, hoping to one day sate its hunger.   Akin to the demon lord Juiblex, Wetiko wishes only to consume. Those who find their fate ill enough to become its meal will raise as an offspring of himself aiding in his consumption of all sentient life. When in contact with any other form of life, Wetiko will lash out and attempt to add them to his meal, hoping they will be the creature that ends his eternal starvation. Due to this most creatures avoid his level of the abyss, as he rarely leaves, and won’t enter the other levels.   Only cannibals and madmen alike worship Wetiko, and offer sacrifice in his name, and to his offspring. This usually leads to their death at the hands of a Wendigo, and their further transformation into a Wendigo themselves.  
 

Wetiko's Lair

Wetiko's lair in the Abyss is known as the Fields of Famine, a pine forest void of any edible vegetation and covered in an eternal winter, it is here that those who accidentally find themselves within Wetiko's domain shall be hunted for his consumption. Wetiko's lair knows no life, only the starving fiend that is Wetiko.  

Lair Actions

On initiative count 20 (losing initiative ties), Wetiko can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:  
  • Wetiko creates a small blizzard, occupying a 10ft. radius, 20ft. high cylinder within 60ft. of itself. The area is heavily obscured, and a creature that starts its turn there, or enters it for the first time on its turn, must make a DC 20 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a success. This effect lasts until initiative count 20 on the following round.
  • Wetiko calls up howling winds within 60ft. of it, imposing disadvantage on all ranged attacks that pass through that radius. Additionally, all flying creatures within that radius must succeed on a DC 15 Dexterity saving throw or fall, making the save at the end of their turn.
  • Wetiko's essence fills the air, causing creatures to become frightened. Each creature within 15 ft. of Wetiko must succeed on a DC 20 Wisdom saving throw or be frightened until initiative count 20 on the next round.
 

Regional Effects

The region containing Wetiko's lair is warped by its magic, creating one or more of the following effects:  
  • Within 1 mile of the lair, all vegetation dies and withers away. The landscape becomes barren (sand or snow depending on the climate).
  • All lifeforms within 6 miles of the lair leave or disappear.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Wetiko table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
  If Wetiko dies, these effects fade over the course of 1d10 days.  
 

Madness of Wetiko

If a creature goes mad within Wetiko's lair or within line of sight of the demon lord, roll on the Madness of Wetiko table to determine the nature of the madness, which is a character flaw that lasts until cured. see the Dungeon Master's Guide for more on madness.  
d100 Flaws (last until cured)
01-20 "I must consume everything that I can!"
21-40 "The flesh of other intelligent creatures is delicious!"
41-60 "These people surrounding me are mere cattle, I am superior to all!"
61-80 "I am compelled to make the weak suffer!"
81-90 "My mind is slipping away, and my intelligence seems to wax and wane."
91-00 "I lose my rationality to hunger, and enact primal action akin to that of a beast."
 

homebrew by Team Brievary

Wetiko CR: 24

Huge fiend (demon), chaotic evil
Armor Class: 20
Hit Points: 403 (26d12+234) 26d12+234
Speed: 0 ft , can hover

STR

24 +7

DEX

19 +4

CON

29 +9

INT

15 +2

WIS

16 +3

CHA

19 +4

Saving Throws: Str +14, Con +16, Cha +11
Skills: Perception +10, Stealth +11
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft, passive Perception 20
Languages: all, telepathy 120 ft.
Challenge Rating: 24

Innate Spellcasting. Wetiko's spellcasting is ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, dispel magic

1/day: crown of stars (deals cold damage), mirage arcane

3/day: bestow curse, counterspell, fear, ice storm


Legendary Resistance (3/Day). If Wetiko fails a saving throw, it can choose to succeed instead.   Magic Resistance. Wetiko has advantage on saving throws against spells and other magical effects.   Magic Weapons. Wetiko's weapon attacks are magical.   Wretched Odor. Any creature other than a construct or undead that starts its turn within 30 ft. of Wetiko must succeed a DC 20 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the odor of Wetiko for 1 hour.   Wetiko's Curse. Any humanoid creature slain by Wetiko rises 1d4 days later as a wendigo. 1d4   Frozen Heart (Mythic; Recharges after a Short or Long Rest). If Wetiko is reduced to 0 hit points, it does not die or fall unconscious. Instead, its chest rips open and its frozen heart is revealed. Wetiko immediately ends all ongoing conditions on itself and gains 403 temporary hit points. Its size changes to Gargantuan, his Strength becomes 30 (+10), and it gains resistance to bludgeoning, piercing, and slashing damage from magical attacks.

Actions

Multiattack. Wetiko makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) piercing damage plus 10 (3d6) necrotic damage. Wetiko regains hit points equal to the necrotic damage dealt, unless the target is a construct or undead. 3d6+7   Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage plus 13 (2d12) cold damage. (3d6+7)+(2d12)   Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (6d4+7) bludgeoning damage. 6d4+7   Hallowing Roar (Recharge 5-6). Wetiko emits a soul wrenching roar. Each creature within 60 feet of Wetiko must succeed on a DC 20 Wisdom saving throw or take 21 (6d6) psychic damage and be stunned 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. 6d6   Consume Life (3/day). Wetiko draws life out of each living creature within 30 ft. of it. Each creature within the radius must succeed a DC 19 constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a success. A humanoid creature killed by this action rises as a wendigo after 1d4 days. 8d6

Legendary Actions

Wetiko can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Wetiko regains spent legendary actions at the start of its turn.   Attack. Wetiko attacks once with its claws. (3d6+7)+(2d12)   Ram Attack. Wetiko moves up to half his speed in a straight line and makes one ram attack. 6d4+7   Craven (Costs 2 Actions). Wetiko makes a bite attack against each creature within 10 ft. of it. 3d6+7  

Mythic Actions

If Wetiko is a Mythic encounter, it can choose from the options below as additional legendary actions while it has temporary hit points from its Frozen Heart trait.   Freezing Aura. Each creature within 10 ft. of Wetiko must succeed on a DC 20 Constitution saving throw or take 10 (3d6) cold damage.   Wetiko's Cry. Wentiko lets out a soul wrenching roar. Wentiko uses its Hallowing Roar action, affected creatures within 120 ft. of it.   Wendigo Psychosis (Costs 3 Actions). Each creature that can see Wetiko must make a DC 20 Wisdom saving throw or spend its next turn moving towards and attacking the closest creature to it. If multiple creatures are equally near, randomly determine which creature is attacked.

Lair Actions

On initiative count 20 (losing initiative ties), Wetiko can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:  

  • Wetiko creates a small blizzard, occupying a 10ft. radius, 20ft. high cylinder within 60ft. of itself. The area is heavily obscured, and a creature that starts its turn there, or enters it for the first time on its turn, must make a DC 20 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a success. This effect lasts until initiative count 20 on the following round. 3d6
  • Wetiko calls up howling winds within 60ft. of it, imposing disadvantage on all ranged attacks that pass through that radius. Additionally, all flying creatures within that radius must succeed on a DC 15 Dexterity saving throw or fall, making the save at the end of their turn.
  • Wetiko's essence fills the air, causing creatures to become frightened. Each creature within 15 ft. of Wetiko must succeed on a DC 20 Wisdom saving throw or be frightened until initiative count 20 on the next round.

Wetiko's Lair

Wetiko's lair in the Abyss is known as the Fields of Famine, a pine forest void of any edible vegetation and covered in an eternal winter, it is here that those who accidentally find themselves within Wetiko's domain shall be hunted for his consumption. Wetiko's lair knows no life, only the fiend that is Wetiko.

Wetiko as a Mythic Encounter
Wetiko is a powerful encounter on its own, but if the adventurers want a true challenge fit for the gods, you can use its Frozen Heart trait. Using this trait marks a drastic turn in the encounter as Wetiko forces its layer of the abyss to express itself around him. Once Wetiko has used this trait, it can choose from one of their mythic actions when it uses a legendary action.   Read or paraphrase the following text when Wetkio uses its Frozen Heart trait:  
A soul-stirring shriek escapes Wetiko as its body slumps to the ground. Thinking you have defeated it, you prepare to leave when you notice that the frozen landscape of their layer of the abyss has changed. a thick fog has rolled in and the visibility has gone down. You turn around just in time to witness as Wetiko's body is hoisted into the air, and its chest rips open revealing their frozen heart.
  Rewards Fighting Wetiko as a mythic encounter is equivalent to fighting two CR 24 creatures in one encounter. Award a party 124,000 XP for defeating Wetiko after it uses Frozen Heart. You can also reward them with the Helm of Wetiko, in addition to any other treasures that it may have sequestered away.

Suggested Environments

cold pine forests, the abyss, artic tundra

 

Artifacts

Wetiko isn't known for imparting artifacts upon those who worship him, or creating anything for that matter, however, If one who to slay him and take his head, then they would find themselves in the possession of his only artifact, the Helm of Wetiko, a demented mythic item that empowers anyone who dons it with a fraction of Wetiko's true power.  

Divine Symbols & Sigils

Skulls of deer species are often utilized in worship practices for Wetiko, along with human remains, rituals of sacrifice and cannibalism, and acts of sin against the creatures and food sources within a given region, that would enforce starvation and famine. Within symbols and sigils, deer skulls would once again appear, though the cult often depicts itself with a boney rotten hand as their symbol of worship for the Demon Lord.

Physical Description

General Physical Condition

Wetiko is a huge demon, taking the appearance of a rotting bipedal deer, with long arms, an open chest, and stomach region, letting out his internal organs, and missing flesh revealing bone. His head is all but the skeletal remains of a deer or moose, and what little flesh does remain is an unnatural coloration of rotting matted furs.  

Personality Characteristics

Motivation

Wetiko is motivated purely by unquenched hunger. He seeks only to consume, in a depraved and futile effort to sate his appetite, driven to hunt and consume all that approaches. His own hunger has led to famine, and the destruction of ecosystems, mixed with his innate connection to winter.  

Hygiene

Wetiko is a rotting corpse with matted fur and missing flesh. He is very unhygienic.  
Divine Classification
Demon Lord
Religions
Alignment
Chaotic Evil
Species
Ethnicity
Church/Cult
Age
Forgotten
Birthplace
The Abyss
Children
Current Residence
The Fields of Famine
Gender
Other
Eyes
Glowing blue orbs of fire and arcane energy
Hair
Two large bone white antlers akin to a moose's
Skin Tone/Pigmentation
navy-grey & brown fur covering bleach white bones that show through the tears in its decomposing body.
Height
17 ft.
Weight
545 lbs.
Aligned Organization
Appears in...

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