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WendigoCreature 17


UncommonCELargeBeastCold
Source Pathfinder Bestiary
Perception +32 (darkvision, heatsight 60 feet)
Languages Aklo, Common, Jotun, Telepathy 1 Mile
Skills Acrobatics +32, Athletics +33, Deception +29, Intimidation +33, Nature +28, Occultism +29, Religion +28, Stealth +30, Survival +30
Str +8, Dex +7, Con +9, Int +6, Wis +5, Cha +6

AC 40; Fort +32; Reflex +30; Will +26; +1 status to all saves vs. magic
HP 315 (regeneration 30 (deactivated by cold iron)
Speed 0 feet (fly 100 feet)
Immunities cold, fear effects
Weaknesses Coldiron 10, Fire 15

Jaws One Action +33 (+28, +23) to hit (cold, magical, reach 10) 2d6 Cold + 3d10+12 Piercing
Claw One Action +33 (+29, +25) to hit (agile, cold, magical, reach 10) 3d8+12 Slashing + 2d6 Cold

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 1 mile (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Heatsight 60 feet (divination, primal)

Heatsight is a precise sense that sees heat signatures.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicRegeneration 30 (Deactivated by Cold Iron)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Dream Haunting

A target that fails its save against the wendigo's Nightmare is exposed to wendigo torment.

Howl Three Actions (auditory, concentrate, enchantment, fear, incapacitation, mental, primal)

Frequency Three times per day


Effect The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 will save or be Frightened 1. Any creature that critically fails and is within 120 feet of the wendigo is instead Frightened 3, and is also fleeing for 1d4 rounds (or until it's no longer frightened, whichever comes first).

A creature frightened by a wendigo's howl still naturally recovers from its fright but can't reduce it below frightened 1 in this way until 1 hour has passed or magic is used.

Whether it succeeds or fails its save, a creature is then temporarily immune to that wendigo's Howl for 24 hours.

Ride the Wind Reaction (air, concentrate, primal, transmutation)

Trigger The wendigo casts Wind Walk while it has Grabbed a foe.


Effect The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim.

A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds.

Wendigo Torment (curse, enchantment, mental, primal)

A creature affected by wendigo torment can't recover beyond stage 1 until it has been restored to full HP.

Saving Throw DC 38 will

Stage 1 Stupefied 4 (1 day)

Stage 2 As stage 1 (1 day)

Stage 3 The creature searches for an individual of its own ancestry to kill and devour. It then becomes affected by Wind Walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes.

Wish, similar magic, or a 9th-level Resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Primal Innate Spells (DC 38, +30 to hit)

4th Level: Nightmare (see Dream Haunting)
8th Level: Wind Walk (At Will)

Primal Rituals

8th Level: Control Weather


Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.