Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Dream Haunting
A target that fails its save against the wendigo's nightmare is exposed to wendigo torment.
Ability
Heatsight
(divination, primal); Heatsight is a precise sense that sees heat signatures.
Ability
Howl
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.
Ability
Primal Innate Spells
DC 38; 8th wind walk (at will); 4th nightmare (see dream haunting)
Ability
Primal Rituals
DC 38; 8th control weather
Ability
Ride the Wind
Circumstance: Trigger: The wendigo casts wind walk while it has Grabbed a foe.
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.
Ability
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 wind walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (cold, magical, reach 10 feet), Damage 3d10+12 piercing plus 2d6 cold
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Immunity
fear
Language
Aklo
Common
Jotun
telepathy 1 mile
Perception
darkvision
heatsight 60 feet
Weakness
cold iron 10
fire 15