Wendigo
| Statistic | Value |
|---|---|
| Size/Type | Large Outsider (Chaotic, Cold, Evil) |
| Hit Dice | 10d8+30 (75 hp) |
| Initiative | +8 |
| Speed | 40 ft. (8 squares) |
| Armor Class | 24 (-1 size, +4 Dex, +11 natural), touch 13, flat-footed 20 |
| Base Attack/Grapple | +10/+19 |
| Attack | Claw +15 melee (1d6+5) |
| Full Attack | 2 claws +15 melee (1d6+5) and bite +13 melee (1d8+2 plus 1d4 cold) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | Cold, moan, sneak attack |
| Special Qualities | Damage reduction 10/good, darkvision 60 ft., low-light vision, spell resistance 15, immunity to cold, vulnerability to fire, scent |
| Saves | Fort +10, Ref +11, Will +8 |
| Abilities | Str 21, Dex 19, Con 16, Int 7, Wis 13, Cha 14 |
| Skills | Hide +21, Listen +11, Move Silently +21*, Spot +11, Survival +11 |
| Feats | Alertness, Improved Initiative, Multiattack, Track |
| Environment | Cold forests |
| Organization | Solitary |
| Challenge Rating | 9 |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 11–15 HD (Large); 16–20 HD (Huge) |
| Level Adjustment | ― |
Description
A gaunt shell of a giant humanoid moves as if it is in great pain, the body pale and glistening with ice. Its mouth is drawn back in a rictus of agony, and it emits a ghostly sound like a howling wind. The pale blue heart of this creature can clearly be seen beating within the rib cage.
This demonic creature is created when a hunter, lost in the forest and starving to death, is possessed by a demonic spirit of the woods. The victim is transformed into a wendigo: a giant, gaunt skeleton of a man almost entirely encased in ice. A heart of ice can be seen beating through the transparent ribcage, and the twisted, open mouth produces haunting sounds like a winter wind.
A wendigo possesses an insatiable appetite, and constantly hunts for fresh meat. It avoids civilized areas, stalking lone and vulnerable victims through the winter woods.
Combat
The wendigo stalks its prey, staying hidden among the trees and projecting its voice to stir hidden fears. Once the subject is driven to flee in panic, the wendigo attacks from hiding to finish him off.
Cold (Ex): A wendigo's body generates a bitter cold, causing opponents to take an extra 1d4 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a wendigo unarmed or with natural weapons take this same cold damage each time once of their attacks hits.
Moan (Su): A wendigo can produce eerie sounds, and half-heard voices can be made to issue from any location within 50 feet. This ability is identical with the ventriloquism spell (caster level 10th).
Up to three times a day the wendigo can use this ability to issue a terrifying noise. Anybody within 15 feet of the noise must succeed on a DC 17 Will save or become panicked for 1d6 rounds. This is a sonic, mind-effecting fear effect. The save DC is Charisma-based.
Sneak Attack (Ex): Any time a wendigo's opponent is denied his Dexterity bonus to AC, or if a wendigo flanks his opponent, he deals an extra 4d6 points of damage. This ability is just like the rogue's sneak attack and subject the same limitations.
Skills: Wendigo have a +4 racial bonus on Hide and Move Silently checks. *In forest or overgrown areas, the Move Silently bonus improves to +8. It can always choose to take 10 on a Move Silently check, even if rushed or threatened.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, wendigo also gain the following special benefits.
- The save DC of the moan is equal to 10 + ½ HD + Charisma modifier. The caster level of the ventriloquism effect equals the Hit Dice.
- Spell resistance is equal to creature's HD + 5 (maximum 25).
- 11+ HD ― Wendigo have a +2 racial bonus on Survival checks when tracking by scent.
- 12–14 HD ― The sneak attack damage bonus improves to +5d6.
- 13+ HD ―Gain Spell-Like Abilities: 3/day―pass without trace. Caster level equals Hit Dice. The save DC equals 10 + spell level + Charisma modifier.
- 14–18 HD ― A wendigo can issue a terrifying noise four times per day.
- 15–17 HD ― The sneak attack damage bonus improves to +6d6.
- 16+ HD ― Damage reduction improves to 15/good. The damage due to cold increases to 1d6.
- 17+ HD ―Add 3/day―detect thoughts to spell-like abilities.
- 18+ HD ― The sneak attack damage bonus improves to +7d6.
- 19+ HD ― A wendigo can issue a terrifying noise five times per day.
- 20 HD ― The damage due to cold increases to 1d8.
Also in this section of the source
Werefiend
Werefiends are a type of creature native to neutral evil-aligned planes. They embody the ferocious traits of their animal form, but have many of the unsavory characteristics of demons. Thus they will often hunt for personal enjoyment, rather than merely to sate their hunger.
Werefiend Traits: Most werefiends possess the following traits (unless otherwise noted in a creature’s entry).
- Damage reduction 10/silver
- Resistance to acid 10 and cold 10.
- Spell resistance equal to the creature's HD + 5 (maximum +20)
- Alternate shape as a dire animal form.
- Telepathy 100 ft.
Except where otherwise noted, demons speak Abyssal and Druidic.