Wendigo
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)
- 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:
Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<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>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<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>
<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
- 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
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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.
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Uses feat: Tiring Critical (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Wind Walk (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Nightmare (Spell)House/Core — covered by the site's Section 15.
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