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.

The survivor
The survivor is Mahli Gwent.