Outward
Cannabilize. When the Wendigo reduces a living creature within 5 ft. to 0 HP, it can use its Bonus Action to consume the creature's corpse. When it does so, it regains HP equal to the creature's Constitution Score.
Keen Smell. The Wendigo has Advantage on Wisdom (Perception) checks that rely on smell.
Formless transportation. As a Bonus Action, the Wendigo can transform itself into a cloud of snow particles that cannot be harmed by attacks. It transforms back at the end of the turn or at will during the turn. If using an Action, it can remain transformed upto 1 hour.
Meeka Fever. The Wendigo can inflict Meeka Fever on its victims which gives them vulnerability to frost damage, reduced cold weather protection and makes the victims very thirsty and cold.
Multiattack
The Wendigo makes two Claw attacks per turn and a Bite or uses the indicated attack points.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4+4 slashing damage.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4 piercing damage and 1d10 cold damage. Target must succeed a DC 15 CON Save or contract Meeka Fever.
FrostBite (2 attacks)(Recharge 5-6)
Each creature in a 5-foot cone of the Wendigo must succeed a DC 15 DEX Save or take 3d10 cold damage and be contracted with Meeka Fever. The Wendigo heals an equal amount of HP as the damage it dealt. On a succesful save, the creature takes no damage.
Rime's Binding Ice (3 attacks) (Recharge 6)
Each creature within a 30-foot cone of the Wendigo must make a CON Save. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formation for 1 minute or until another creature within reach uses an Action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and is not hindered by ice.
The Wendigo has 1 Legendary Action which it regains at the start of its turn. It can take the following Legendary Actions: