144 lines
3.8 KiB
YAML
144 lines
3.8 KiB
YAML
ability_mods:
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cha_mod: 6
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con_mod: 9
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dex_mod: 7
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int_mod: 6
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str_mod: 8
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wis_mod: 5
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ac: 40
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ac_special: null
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automatic_abilities:
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- description: Heatsight is a precise sense that sees heat signatures.
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name: Heatsight
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traits:
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- divination
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- primal
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description: Wendigos are incarnations of the fears of starvation, loneliness, and
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fatal exposure to cold weather. They haunt the frozen expanses of the world.
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divine_spells: null
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hp: 315
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immunities:
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- cold
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- fear
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innate_spells:
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- frequency: at will
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level: 8
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name: wind walk
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items: null
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languages:
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- Aklo
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- Common
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- Jotun
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level: 17
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melee:
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- action_cost: One Action
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damage:
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formula: 3d10+12 plus 2d6 cold
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type: piercing
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name: jaws
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to_hit: 33
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traits:
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- cold
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- magical
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- reach 10 feet
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- action_cost: One Action
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damage:
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formula: 3d8+12 plus 2d6 cold and Grab
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type: slashing
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name: claw
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to_hit: 33
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traits:
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- cold
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- magical
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- agile
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- reach 10 feet
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name: Wendigo
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perception: 32
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proactive_abilities:
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- description: ''
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name: Dream Haunting
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traits: null
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- description: '**Frequency** Three times per day; **Effect** The wendigo unleashes
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a forlorn howl that can be heard up to 1 mile away. Any creature that hears the
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howl must succeed at a DC 38 Will save or be frightened 1. Any creature that critically
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fails and is within 120 feet of the wendigo is instead frightened 3, and is also
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fleeing for 1d4 rounds (or until it''s no longer frightened, whichever comes first).
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A creature frightened by a wendigo''s howl still naturally recovers from its fright
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but can''t reduce it below frightened 1 in this way until 1 hour has passed or
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magic is used. Whether it succeeds or fails its save, a creature is then temporarily
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immune to that wendigo''s Howl for 24 hours.'
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name: Howl
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traits:
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- auditory
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- concentrate
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- enchantment
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- fear
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- incapacitation
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- mental
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- primal
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- description: '**Trigger** The wendigo casts *wind walk* while it has Grabbed a foe.
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**Effect** The wendigo attempts to turn the grabbed creature into wind and carry
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it along as part of the action. If the target succeeds at a DC 38 Will save, it
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prevents itself from being transformed; in this case, the wendigo still transforms,
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automatically releasing the victim. A creature forced to Ride the Wind along with
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the wendigo is exposed to wendigo torment. The target can attempt a new Will save
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each round to return to normal, though it immediately becomes corporeal and begins
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falling if it succeeds.'
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name: Ride the Wind
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traits:
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- air
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- concentrate
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- primal
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- transmutation
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- description: A creature affected by wendigo torment can't recover beyond stage 1
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until it has been restored to full HP. **Saving Throw** Will DC 38; **Stage 1**
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Stupefied 4 (1 day); **Stage 2** As stage 1 (1 day); **Stage 3** The creature
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searches for an individual of its own ancestry to kill and devour. It then becomes
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affected by *wind walk* and sprints into the sky so fast that its feet burn away
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into jagged stumps. As the creature wind walks into the sky, it is replaced by
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a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect
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ritual can return the victim to life. The new wendigo remains even if the victim
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is resurrected.
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name: Wendigo Torment
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traits:
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- curse
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- enchantment
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- mental
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- primal
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ranged: null
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resistances: null
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saves:
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fort: 32
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ref: 30
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will: 26
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saves_special:
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fort: null
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ref: null
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will: +1 status to all saves vs. magic
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senses:
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- darkvision
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- heatsight 60 feet
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skills:
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Acrobatics: 32
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Athletics: 33
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Deception: 29
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Intimidation: 33
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Nature: 28
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Occultism: 29
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Religion: 28
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Stealth: 30
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Survival: 30
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skills_special: null
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speed:
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- amount: 100
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type: Fly
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spell_attack_to_hit: null
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spell_dc: null
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traits:
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- Uncommon
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- CE
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- Large
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- Beast
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- Cold
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type: Creature
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