Bestiary‎ > ‎Unique Monsters‎ > ‎CR 19‎ > ‎

Dust Wendigo

This hunched-over, vaguely humanoid creature has gauntly muscled biceps beneath a sandy hide and coarse fur. Its head is that of a jagged-toothed antelope, the face spotted with rot and sand slowly sifting out from between the fibers of its hair, and its legs end at the shin in stumps of charred flesh.

Dust Wendigo
CR 19

XP 204,800
Male dust wendigo
CE Huge outsider (air, fire, native)
Init +12; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +29


AC 34, touch 17, flat-footed 25 (+8 Dex, +1 dodge, +17 natural, –2 size)
hp 350 (20d10+240); regeneration 15 (cold)
Fort +18, Ref +20, Will +20
DR 15/cold iron and magic; Immune fire, fear; SR 30
Weaknesses vulnerability to cold


Speed 30 ft., fly 120 ft. (perfect)
Melee bite +29 (4d6+11 plus 4d6 fire), 2 claws +29 (2d8+11/19–20 plus 4d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks dream haunting, howl, rend (2 claws, 2d8+16 plus 4d6 fire and 1d4 Cha damage), wendigo psychosis
Spell-Like Abilities (CL 20th; concentration +28)

At willwind walk (DC 25)
3/dayempowered sirocco (DC 24)
1/daycontrol weather (as druid), nightmare (DC 24)


Str 33, Dex 27, Con 35, Int 24, Wis 22, Cha 26
Base Atk +20; CMB +33 (+37 grapple); CMD 52
Feats Ability Focus (howl), Critical Focus, Dodge, Empower Spell-Like Ability (sirocco), Exhausting Critical, Flyby Attack, Improved Critical (claws), Improved Initiative, Iron Will, Tiring Critical
Skills Bluff +31, Disguise +31, Fly +35, Intimidate +31, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (nature) +27, Knowledge (religion) +27, Perception +29, Sense Motive +29, Spellcraft +30, Stealth +23, Survival +29
Languages Aklo, Common, Giant; telepathy 1 mile
SQ no breath


Dream Haunting (Su)

When Aridus uses his nightmare spell-like ability, the victim is also exposed to wendigo psychosis.

Howl (Ex)

Three times per day as a standard action, Aridus can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 30 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 30; 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 Aridus pins a grappled foe, he can attempt to wind walk with the target by using his 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 30 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, Aridus strands the victim in some rural area, usually miles from where it began. A creature that wind walks with Aridus is exposed to wendigo psychosis.

The save DC is Charisma-based.

Base Creature