ability_mods: cha_mod: 6 con_mod: 9 dex_mod: 7 int_mod: 6 str_mod: 8 wis_mod: 5 ac: 40 ac_special: null automatic_abilities: - description: Heatsight is a precise sense that sees heat signatures. name: Heatsight traits: - divination - primal description: Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world. divine_spells: null hp: 315 immunities: - cold - fear innate_spells: - frequency: at will level: 8 name: wind walk items: null languages: - Aklo - Common - Jotun level: 17 melee: - action_cost: One Action damage: formula: 3d10+12 plus 2d6 cold type: piercing name: jaws to_hit: 33 traits: - cold - magical - reach 10 feet - action_cost: One Action damage: formula: 3d8+12 plus 2d6 cold and Grab type: slashing name: claw to_hit: 33 traits: - cold - magical - agile - reach 10 feet name: Wendigo perception: 32 proactive_abilities: - description: '' name: Dream Haunting traits: null - description: '**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.' name: Howl traits: - auditory - concentrate - enchantment - fear - incapacitation - mental - primal - description: '**Trigger** The wendigo casts *wind walk* 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.' name: Ride the Wind traits: - air - concentrate - primal - transmutation - description: 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. name: Wendigo Torment traits: - curse - enchantment - mental - primal ranged: null resistances: null saves: fort: 32 ref: 30 will: 26 saves_special: fort: null ref: null will: +1 status to all saves vs. magic senses: - darkvision - heatsight 60 feet skills: Acrobatics: 32 Athletics: 33 Deception: 29 Intimidation: 33 Nature: 28 Occultism: 29 Religion: 28 Stealth: 30 Survival: 30 skills_special: null speed: - amount: 100 type: Fly spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Large - Beast - Cold type: Creature