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WendigoCreature 17


UncommonLargeBeastChaoticColdEvil
Source Pathfinder Bestiary
Perception +32 (darkvision, infrared vision (precise) 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 Cold Iron 10, Fire 15

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

Telepathy 1 mile (aura, 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 (primal)

Heatsight is a precise sense that sees heat signatures.

+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, 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)

Trigger The wendigo casts Migration 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, 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 Migration 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-rank 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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

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


Rituals

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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Cold

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