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Wendigo

CR 17.00 Outsider CE Large HD 18
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.

HP
279 (18d10+180); regeneration 15 (fire)
AC
32, touch 18, flat-footed 23 (+9 Dex, +14 natural, -1 size)
Init
+13
Speed
fly 120 ft. (perfect)
Fort
+21
Ref
+22
Will
+11
BAB
+18
CMB
+28 (+32 grapple)
CMD
47
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.
DR
15/cold iron and magic
SR
28
str
29
+9
dex
29
+9
con
31
+10
int
26
+8
wis
20
+5
cha
24
+7

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:

Universal Monster Rules

No Breath Ex from Universal Monster Rule
The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Rend (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Dream Haunting from text
When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Howl from text
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.
Wendigo Psychosis from text
The save is Charisma-based. Curse:

Feats, Traits & Items

Ability Focus (howl) from Feat

Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Improved Critical (bite, claws) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Persuasive from Feat

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.

Calculated: +2 Diplomacy, +2 Intimidate
Tiring Critical from Feat

Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

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 (DC 23), 1/day—Control Weather, 1/day—Nightmare (DC 22)
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
9 House/Core 2 Recognized publisher
View references and cross-links for Wendigo

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