Wendigo
Description
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.
Combat Stats
- 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
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
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:
Special Qualities
Feats
Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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.
When using the weapon you selected, your threat range is doubled.
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.
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Skills
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
Spells
- 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