Weathered Wail

Weathered Wail

Creature 17

Variant

Perception +32; darkvision, heatsight 60 feet

Languages Aklo, Common, Jotun; telepathy 1 mile

Skills Acrobatics +32, Athletics + 33, Deception +29, Intimidation +33, Nature +28, Occultism +29, Religion +28, Stealth +30, Survival +30

Str +8, Dex +7, Con +9, Int +6, Wis +5, Cha +6

Heatsight (divination, primal); Heatsight is a precise sense that sees heat signatures.

AC 40; Fort +32, Ref +30, Will +26; +1 status to all saves vs. magic

HP 315, regeneration 30 (deactivated by

); Immunities fear, fire; Weaknesses cold iron 10, cold 15

Speed fly 100 feet

Melee jaws +33 (fire, magical, reach 10 feet), Damage 3d10+12 piercing plus 2d6 fire

Melee claw +33 (fire, magical, agile, reach 10 feet), Damage 3d8+12 piercing plus 2d6 fire and Grab

Primal Innate Spells DC 38; 8th

(at will); 4th (see dream haunting)

Primal Rituals DC 38;

Dream Haunting A target that fails its save against the wendigo’s

is exposed to wendigo torment.

Howl (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 1. Any creature that critically fails and is within 120 feet of the wendigo is instead frightened 3, and is also fleeing for 1d4 rounds (or until it’s no longer frightened, whichever comes first). A creature frightened by a wendigo’s howl still naturally recovers from its fright but can’t reduce it below 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.

Ride the Wind (air, concentrate, primal, transmutation); Trigger The wendigo casts

while it has Grabbed a foe. Effect The wendigo attempts to turn the 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.

Wendigo Torment (curse, enchantment, mental, primal) A creature affected by wendigo torment can’t recover beyond stage 1 until it has been restored to full HP. Saving Throw Will DC 38; Stage 1 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. It then becomes affected by

and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature into the sky, it is replaced by a new wendigo over 2d6 minutes. , similar magic, or a 9th-level ritual can return the victim to life. The new wendigo remains even if the victim is resurrected.

Wendigo

Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world.