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)
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)
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
When a dust wendigo uses his nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
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.
Three times per day as a standard action, a dust wendigo 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.
If a dust wendigo pins a grappled foe, it 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, a dust wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a dust wendigo is exposed to wendigo psychosis.
The save DC is Charisma-based.
Environment cold forests
Organization solitary or hunt (1 wendigo plus 2-4 winter wolves or 2-8 worgs)
A wendigo consumes only the flesh of sentient creatures, preferring halflings to all others. During winter months, starting shortly after the first snowfall, a wendigo wakes from hibernation and leaves its lair to hunt and devour until the beginning of spring. While awake, a wendigo is ceaselessly ravenous and without compassion and mercy. Only its love for terrorizing its prey gives a wendigo pause in its quest to kill and eat.
Despite its evil nature, a wendigo is part of the natural world. It has a special affinity for animals, especially predators.
Pathfinder Campaign Setting: Mythical Monsters Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan.