columns: 2forcecolumns: truelayout: Path2eBlockstatblock: truesource: "B1"name: "Wendigo"level: "Creature 17"rare_02: "Uncommon"alignment: "CE"size: "Large"trait_04: "Beast"trait_05: "Cold"perception: - name: "Perception" desc: "Perception +32; __darkvision__, __heatsight 60__;"languages: "Aklo, Common, Jotun; telepathy 1 mile;"skills: - name: "Skills" desc: "__Acrobatics__: +32 (1d20+32); __Deception__: +29 (1d20+29); __Intimidation__: +33 (1d20+33); __Nature__: +28 (1d20+28); __Occultism__: +29 (1d20+29); __Religion__: +28 (1d20+28); __Stealth__: +30 (1d20+30); __Survival__: +30 (1d20+30); "abilityMods: [8, 7, 9, 6, 5, 6]abilities_top: - name: "Heatsight" desc: " ([[divination]], [[primal]]); Heatsight is a precise sense that sees heat signatures."abilities_bot: - name: "Dream Haunting" desc: " A target that fails its save against the wendigo's nightmare is exposed to wendigo torment." - name: "Howl" desc: "⬽ ([[auditory]], [[concentrate]], [[enchantment]], [[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|frightened 1]]. Any creature that critically fails and is within 120 feet of the wendigo is instead [[frightened|frightened 3]], and is also [[fleeing|fleeing]] for 1 (1d4) rounds (or until it's no longer [[frightened|frightened]], whichever comes first). A creature [[frightened|frightened]] by a wendigo's howl still naturally recovers from its fright but can't reduce it below [[frightened|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." - name: "Ride the Wind" desc: "⬲ ([[air]], [[concentrate]], [[primal]], [[transmutation]]); __Trigger__ The wendigo casts wind walk while it has [[Grabbed|Grabbed]] a foe. __Effect__ The wendigo attempts to turn the [[grabbed|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." - name: "Wendigo Torment" desc: " ([[curse]], [[enchantment]], [[mental]], [[primal]]); __Saving Throw__ DC 38 Will. __Stage 1__ [[Stupefied|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. (null)"speed: fly 100 feetac: 40armorclass: - name: AC desc: "40; __Fort__: +32 (1d20+32); __Ref__: +30 (1d20+30); __Will__: +26 (1d20+26);"health: - name: HP desc: "315; [[regeneration]] 30 (deactivated by cold iron); __Immunities__ cold, fear;"attacks: - name: Melee desc: "⬻ jaws +33 ([[cold]], [[magical]], [[reach|reach 10 feet]]); __Damage__ 1 (3d10+12) piercing plus 1 (2d6) cold" - name: Melee desc: "⬻ claw +33 ([[cold]], [[magical]], [[agile]], [[reach|reach 10 feet]]); __Damage__ 1 (3d8+12) slashing plus 1 (2d6) cold and Grab"spellcasting: - name: "Primal Innate Spells" desc: "DC 38; __4th__ [[nightmare]] see dream haunting; __8th__ [[wind walk]] (at will);"sourcebook: "_Bestiary_, page 327."