Library / Bestiary

Wendigo

CR 17.00 Outsider CE Large
This hideous shape has the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps.

Beings of ancient evil, wendigos haunt the minds of mortals, driving them to desperation and, ultimately, cannibalistic madness. They enjoy whittling down prey before they strike, trailing victims for days, even weeks, while plaguing their journeys with nightmares and foul weather.

Tribal humanoids sometimes worship wendigos as gods, bringing them live sacrifices or attempting to appease the creatures by engaging in ritual cannibalism. They mark a wendigo's territory with fetishes and dress in the furs and hides of whatever animal it most closely resembles. Wendigos take little interest in the practices of their worshipers, and view them only as an ample supply of victims.

STR
29
DEX
29
CON
31
INT
26
WIS
20
CHA
24
HP
279 (18d10+180); regeneration 15 (fire)
AC
32, touch 18, flat-footed 23 (+9 Dex, +14 natural, -1 size)
Speed
fly 120 ft. (perfect)
Init
+13
Melee
bite +26 (2d8+9/19-20 plus 4d6 cold and grab), 2 claws +26 (2d6+9/19-20 plus 4d6 cold)
Space
10 ft.
Reach
10 ft.
BAB
+18
CMB
+28 (+32 grapple)
CMD
47
Fort
+21
Ref
+22
Will
+11
DR
15/cold iron and magic
SR
28

Weapons: Martial, Simple

Dream Haunting — When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.

Howl — Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

rend (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage)

Wendigo Psychosis — The save is Charisma-based. Curse:

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Persuasive from Feat

<p class="stat-block-1"> You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Tiring Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.</p>

Acrobatics +30, Bluff +28, Diplomacy +9, Fly +36, Intimidate +32, Knowledge (arcana, geography, nature, religion) +26, Knowledge (planes) +29, Perception +26, Sense Motive +26, Spellcraft +29, Stealth +26, Survival +26

spell-like abilities:
At will—Wind Walk, 1/day—Control Weather, 1/day—Nightmare
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any cold
Organization
solitary
Treasure
none
Senses
blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +26
Languages
Aklo, Common, Giant; telepathy 1 mile
Source
Bestiary 2
Sources Used in This Record
9 House/Core
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Persuasive (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Tiring Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wind Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Weather (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Nightmare (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.