Wendigo, Windwalker

Wendigo, Windwalker (CR 16)

XP 76,800
CE Huge aberration (cold)
Init +8; Senses scent, see in darkness, stormsight; Perception +29
Aura cannibalism (120 ft., DC 25, 10 rounds)

Defense

AC 31, touch 23, flat-footed 22 (+6 deflection, +8 Dex, +1 dodge, +8 natural, –2 size)
hp 237 (19d8+152); regeneration 15 (fire)
Fort +14, Ref +14, Will +18
Defensive Abilities amorphous, stormcloak; Immune cold, disease, mind-affecting effects, poison, wind effects; Resist electricity 30, sonic 30; SR 27
Weaknesses vulnerable to fire

Offense

Speed fly 60 ft. (average)
Melee bite +21 (4d6+9 plus 2d6 cold and wendigo psychosis), 2 claws +21 (2d8+9/19–20 plus 2d6 cold and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks abduction, wendigo psychosis

Spell-Like Abilities (CL 16th; concentration +22)
At will—chill metal (DC 18), gust of wind, quench (DC 19), wind walk, wind wall
3/day—control weather, quickened ice storm, quickened sleet storm, suggestion (DC 19), wall of ice
1/day—whirlwind (DC 24)

Statistics

Str 28, Dex 27, Con 26, Int 19, Wis 24, Cha 23
Base Atk +14; CMB +25; CMD 50 (can’t be tripped)
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (claws), Mobility, Power Attack, Quicken Spell-Like Ability (ice storm, sleet storm), SnatchB, Staggering Critical, Vital Strike
Skills Acrobatics +30, Fly +30, Knowledge (geography) +23, Knowledge (nature) +26, Knowledge (religion) +23, Perception +29, Stealth +22, Survival +29
Languages Aklo, Auran

Ecology

Environment any cold
Organization solitary
Treasure standard

Special Abilities

Abduction (Ex) A wind walker wendigo gains Snatch as a bonus feat, and can use Snatch on targets two or more sizes smaller. Each round it flies while grappling a humanoid creature, that creature is exposed to wendigo psychosis (see below).

Cannibalism Aura (Su) All humanoid creatures within 120 feet of a windwalker wendigo must make a successful DC 25 Will save to resist sudden pangs of hunger. A failed save results in 1d6 points of nonlethal damage and fatigue from starvation. This nonlethal damage cannot be healed until the character consumes food. A character that’s undergone an act of cannibalism in the past 24 hours is immune to this effect. This is a mind-affecting effect. The save DC Is Charisma-based.

Stormcloak (Su) A windwalker wendigo is constantly shrouded in a cloak of winds that grants it a deflection bonus to its Armor Class equal to its Charisma modifier (+6 for the typical windwalker). Its stormcloak also allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them.

Stormsight (Ex) A windwalker wendigo can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Wendigo Psychosis (Su) A windwalker’s wendigo psychosis can be resisted with a successful DC 27 Will save, and has no onset—its initial effects apply immediately. It is otherwise identical to the wendigo psychosis on page 396 for more details.


Becoming a windwalker wendigo is the ultimate fate of those who succumb to the psychosis of the wendigo, an aberrant monstrosity that serves as a herald to the Great Old One, Ithaqua. Wendigos seek to expand their population in the frozen reaches of the world, whether through direct action (by abducting humanoids or spreading their psychosis via bites) or indirect action (by forcing famines and starvation via the manipulation of weather). In so doing, they expand the faith of Ithaqua like a disease.

The windwalker wendigo does not truly have a weight or mass, though when confronted, it seems to be truly massive at 30 or more feet tall.


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