Cromer

Cromer was once a town very similar to Mirefeild but it has since become abandoned after some of its starving residence turned to cannibalism. After which the dark magic of Evernight turned them into Wendigo which now wonder what remains of the town hunting any who happen to woader there.

## Appearance and Atmosphere

Cromer has been completely overtaken by ice and snow. The wood on the houses has started to rot and some of the roofs have completely collapsed under the constant downpour of snow. It is deathly quiet, with even the slightest footsteps standing out in the silence. Buried under the blankets of snow the party can find small trinkets of those who've been there before, dolls, wedding rings and even abandoned bones, left by the wendigos.

## Wendigo

The town is overrun with Wendigo. Creatures that result from people who have resorted to cannibalism and have had their forms and minds twisted by the magic that shrouds Evernight.

The resemble a severely emaciated human with a visible rib cage, elongated muscles, antlers and strong haunches that resemble that of a deer.

### Adult

*Medium monstrosity, chaotic evil*

**Armor Class** 16 (natural armor)
**Hit Points** 52 (8d8 + 16)
**Speed** 40 ft.

**Damage Vulnerabilities** fire
**Damage Resistances** necrotic
**Damage Immunities** cold, poison
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 10

**Languages** any one language (usually Common)
**Challenge** 3 (700 XP)

***Ambusher:*** The wendigo has advantage on attack rolls against any creature it has surprised.

***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.

***Pounce:*** If the wendigo moves at least 20 feet
straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.

***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.

#### ACTIONS

***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:* 12 (1d8 + 3) piercing damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or take an additional 9 (2d8) necrotic damage.

***Claws:*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.

### Child

*Small monstrosity, chaotic evil*

**Armor Class** 16 (natural armor)
**Hit Points** 15
**Speed** 40 ft.

**Damage Vulnerabilities** fire
**Damage Resistances** necrotic
**Damage Immunities** cold, poison
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** darkvision 60 ft., passive Perception 10

**Languages** any one language (usually Common)
**Challenge** 3 (700 XP)

***Ambusher:*** The wendigo has advantage on attack rolls against any creature it has surprised.

Lesser ***Mimicry:*** The wendigo can mimic any sounds it has
heard, **not including voices**. A creature that hears the sounds can tell they
are imitations with a successful DC 14 Wisdom (Insight) check.

***Pounce:*** If the wendigo moves at least 20 feet
straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.

***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.

#### ACTIONS

***Bite:*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or take an additional 9 (2d8) necrotic damage.

## House Encounters

Below is a table for what might be in the house.