Wendigo
System: Pathfinder | SRD
Wendigo
CR 17
CE
Outsider (cold, native)
Large
Init +13
;
Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +26
Defense
AC 32, touch 18, flat-footed 23 (+9 Dex, +14 natural, -1 size)
hp 279 (18d10+180); regeneration 15 (fire)
Fort +21
Ref +22
Will +11
DR 15/cold iron and magic
Immune cold, fear
SR 28
Weaknesses vulnerability to fire
Offense
Speed fly 120 ft. (perfect)
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.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis
CMB +28 (+32 grapple)
CMD 47
Statistics
Str 29,
Dex 29,
Con 31,
Int 26,
Wis 20,
Cha 24
Base Atk +18
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
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
Languages Aklo, Common, Giant; telepathy 1 mile
SQ no breath
Special Abilities
Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Howl (Ex) 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.
Wendigo Psychosis (Su) The save is Charisma-based. Curse:
Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 23 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based.
This hideous shape has the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps.