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This hideous shape has the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps.

wendigo CR 17

XP 102,400
CE Large outsider (cold, native)
Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +26


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


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
Spell-Like Abilities (CL 18th; concentration +25)

At willwind walk (DC 23; see below)
1/daycontrol weather (as druid), nightmare (DC 22)


Str 29, Dex 29, Con 31, Int 26, Wis 20, Cha 24
Base Atk +18; CMB +28 (+32 grapple); CMD 47
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (claws, bite), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills* Acrobatics +30, Bluff +28, Diplomacy +9, Fly +36, Intimidate +32, Knowledge (arcana) +26, Knowledge (geography) +26, Knowledge (nature) +26, Knowledge (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


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)

CurseNightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves.

When a victim’s Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo.

The save is Charisma-based.

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.

Image used by permission
of Purple Duck Games.