pathfinder-2-sqlite-MIRROR/data/monsters/Wendigo.yaml

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YAML

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