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)
- BAB
- +18
- CMB
- +28 (+32 grapple)
- CMD
- 47
- Fort
- +21
- Ref
- +22
- Will
- +11
- DR
- 15/cold iron and magic
- SR
- 28
dream haunting, howl, rend (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis
no breath
Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
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
At will-wind walk (DC 23; see below)
1/day-control weather (as druid), nightmare (DC 22)
- Type
- Outsider
- Alignment
- CE
- Size
- Large
- Environment
- any cold
- 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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