Fearsome Critters from Lumberjack Tales

Cleon

Legend
Excellent! You really put a lot of effort into these!

I'm probably wrong, but I feel a dire weasel kind of vibe from these...

You are not wrong, the Wassets were indeed built from the SRD's Dire Weasel.

The bit about their ice-melting power was inspired by combining the Hot-Headed Ice Mole and the 2nd edition AD&D Ecology of the Bulette. When I was statting up the Snow Wasset I kept coming up with ideas I liked which didn't fit the description - giving it the Cold subtype, swimming through ice, tremorsight, roaming ice floes for to hunt seal cubs etc - so I decided to spin off a subspecies to use them.
 

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Cleon

Legend
Have you considered designing monsters for either 2nd or 4th Edition? The trend towards exception-based design seems to skip editions in D&D.

The wassets are cool (no pun intended), but, on the subject of wasset coats, wouldn't endure elements render a bonus on Fort saves for cold climates redundant?

Well 2nd edition is even more obsolete than 3rd, so I'm quite happy just gossiping/brainstorming/reminiscing about the 2nd edition Monster Manual over on RPG.net. I guess if I was going to be writing up AD&D monsters I probably would go for the more background-intensive 2nd edition (I'm not a big fan of using the word "fluff" for the non-mechanical statistics), but there's not really that much difference in the systems. I've got no plans for moving onto 4th edition, it just doesn't push my buttons very well - or pushes the wrong ones, since I'm more of a simulationist.

The wassets are cool (no pun intended), but, on the subject of wasset coats, wouldn't endure elements render a bonus on Fort saves for cold climates redundant?

The Endure Elements spell only works down to minus fifty Fahrenheit (about -45.6 degrees Centigrade), the Fortitude bonus is for temperatures below that. The average winter temperature in the arctic is about -40F (-40C), so a -50F/-40C temperature is quite possible, especially if windchill is thrown in. It gets even chillier in the Antarctic.
 

Cleon

Legend
Today I'll break from the regular Lumberjack Critters, to present you with a few North American monsters suited to this season, all variants of the same legendary menace. Some of them have flown all the way down from the uttermost North for this festive occasion, just pray that you're not part of their yuletide feast!

Merry Christmas!:devil:
 

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Windigo Giant

Windigo Giant
Huge Outsider (Air, Cold, Evil, Native)
Hit Dice: 10d8+50 (95 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 80 ft. (clumsy)
Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple: +10/+27
Attack: Slam +17 melee (1d8+9 plus 1d6 cold)
Full Attack: 2 slams +17 melee (1d8+9 plus 1d6 cold) and bite +12 melee (2d6+4 plus 1d6 cold) or icicle +11/+6 ranged (1d8+9 plus 1d6 cold)
Space/Reach: 15 ft./ 15 ft.
Special Attacks: Devour, freezing aura, glimpse of madness [3/day], icicles, improved grab
Special Qualities: Darkvision 60 ft., damage reduction 10/good, fast healing 10 [equals Hit Dice], howling winds, immunities (ability loss, cold, disease, energy drain, paralysis, poison, polymorph, sleep, starvation, stun, suffocation and thirst), low-light vision, mania [immunity to mind-reading and mind-affecting powers], natural invisibility, scent, spell resistance 20, undying, vulnerability to fire, wanderer's curse, wind walker
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 29, Dex 12, Con 21, Int 4, Wis 12, Cha 20
Skills: Hide +6*[+14 in winter, +26 or +34 with invisibility], Listen +16, Move Silently +14, Spot +16, Survival +14
Feats: Alertness, Improved Overrun, Track, Power Attack
Environment: Any cold land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 11-15 (Huge); 16-25 HD (Gargantuan); 26-40 (Colossal)
Level Adjustment:

The air freezes into the rimy outline of a ghastly giant, towering at least five times the height of a man. Naked and bearded with icicles, it is clearly impervious to the cold. The hellish thing has the jutting ribs and bony frame of someone dying of starvation, but it moves with horrible strength and purpose. The worst thing about it is the cosmic emptiness of its icy blue eyes, which threaten to shatter your sanity in their hungry depths.

A typical windigo giant is around thirty feet in height but skeletally lean, weighing only 10,000 pounds.

According to legend, the windigo giants were once cursed humans, turned into evil spirits after breaking the taboo against cannibalism. Whatever the truth of the tale, a windigo giant shows no trace of any humanity they may once have possessed, being little more than a raving, man-eating beast. Windigo giants are perpetually starving, always lusting after human flesh. Eating a victim does not assuage a windigo giant's appetite, merely causing the monster to grow bigger while staying just as gaunt and hungry.

The greatest of all windigo giants is the legendary Ithaqua, a true immortal with at least 60 Hit Dice. This creature has divine ranks and, quite literally, can not be killed by non-divine beings.

Combat
Windigo giants are not subtle combatants. They prefer to land to fight foes, being clumsy fliers, and are so confident in their Undying power that they almost never refuse combat. Their tactics are typically very crude, just disrupting their foes with a Glimpse of Madness and then trying to grab and Devour as many victims as they can catch. They usually only use their hurled icicles when barred from melee for some reason, or in pursuit of fleeing foes.

Due to their Wanderer's Curse, windigo giants can not stay to fight in one place for very long, usually trying to grab a few victims then flying off to devour them. They are as unpredictable as the winds; sometimes they snatch a single victim and vanish, sometimes they returning again and again until an entire expedition or village has been devoured, a few at a time.

The Northern tribes traditionally deal with windigo giants by using abjuration magic to banish it or bar its approach, or by permanently neutralizing them through such spells as imprisonment or flesh to stone. Failing this, fire attacks and flaming weapons are the next best approach, since windigo giants are highly vulnerable to such attacks so can quickly be reduce to zero hit points and dispersed. Actually killing one is far more difficult, requiring a death blow from a weapon of enchanted bone or horn.

Devour (Ex)
On a successful grapple check, a windigo giant can deal 2d6+13 hit points of damage plus 2d4 Con drain to any opponent it is holding in a grapple, by biting off and swallowing great chunks of its foe. A DC 20 Fortitude Save halves the amount of Con damage. The save DC is Constitution based. Don't forget the grappled victim will also suffer cold damage from the windigo's Freezing Aura.

For every hit point of damage the windigo giant inflicts with Devour, the windigo can heal one hit point of its own damage. This healing works even for injuries that are normally immune to magical healing.

A windigo giant can rapidly devour the dead body of any Humanoid, increasing its own mass by the body weight of the corpse. For every thousand pounds of weight it gains thereby, the windigo's hit dice increase by one. A Huge windigo giant can eat a corpse of Small size or less as a free action, a Medium corpse as a full-round action, a Large corpse in a single minute, a Huge corpse in 10 minutes, a Gargantuan corpse in an hour and a Colossal corpse in a day.

For bigger windigo giants shift these eating times by one step for each increase in the windigo's size category, so a Colossal windigo would take one minute to devour a Gargantuan corpse. Advanced windigo giants also do increased damage with their devour attack – 2d6 Con drain if Gargantuan, 2d8 Con drain if Colossal.

A windigo giant loses one percent of its total weight every year, during the summer it spends in gaseous form. Thus, it must eat at least a few victims each winter to maintain its body weight. This loss cannot reduce a windigo giant's weight to below 10,000 pounds.

Fast Healing (Su)
Windigo giants possess Fast Healing equal to their Hit Dice. A windigo giant's fast healing does not heal injuries inflicted by fire or enchanted weapons made of bone or horn. The windigo's fast healing can re-attach a severed limb with a full round action. A windigo giant can regrow any and all missing body parts by spending a minute continuously in gaseous form.

Freezing Aura (Su)
A windigo giant radiates the cold of cosmic depths. Within sixty feet of a windigo, the environment is considered one degree colder - so cold weather would become severe cold, and severe cold becomes extreme cold. If the weather is already extreme cold then the chill is so abyssal it inflicts 2d6 lethal cold damage per round, halved with a successful Fortitude save (DC 15, +1 per previous check). Furthermore, the windigo adds 1d6 cold damage to all its attacks or does 5d6 cold damage per round to any creature its body is in contact with, applied at the start of its round.

Bigger windigo giants radiate even more intense cold - Gargantuan windigo giants have a freezing aura emanating to a ninety foot radius and add 2d6 cold damage to their attacks or or 8d6 in a grapple, Colossal windigo giants have a 150 foot radius aura and add 3d6 cold damage to their attacks or 12d6 in a grapple.

Glimpse of Madness (Su)
A windigo giant can reveal the uttermost cosmic horrors of nature while becoming visible for the briefest of instants. This acts as a 60 foot range gaze attack, which the windigo giant can use once per day for every three Hit Dice it possesses. All who fall within its effect must make a DC 20 saving throw against Will or suffer 1d4 Wisdom damage and confusion, as the spell, for the next hour. A Gargantuan windigo giant's Glimpse of Madness causes 2d4 Wisdom damage and confusion which lasts an entire day, while a Colossal windigo giant's causes 3d4 Wisdom damage and permanent confusion, like the insanity spell.

This effect is a Mind-Affecting Compulsion, the damage of which can be completely healed by a restoration spell of appropriate strength - lesser restoration for a standard windigo giant, restoration for a Gargantuan windigo giant and greater restoration for a Colossal windigo giant.

The save DC is Charisma based.

Howling Winds (Su)
A windigo giant can cause the air around it to whirl around its body in a shrieking vortex as a free action. The windigo must employ these winds to use its regular Fly speed of 80 ft. (clumsy). Howling Winds make it impossible for the windigo giant to Move Silently, but protects the windigo as if it were surrounded on all sides by a wind wall spell with a radius equal to the windigo giant's reach. (flying creatures of Small size or less cannot pass through the barrier, Arrows and bolts automatically miss, any other normal ranged weapon have a 30% miss chance, although massive ranged weapons are unaffected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot penetrate the Howling Wind but it's no obstacle to incorporeal creatures.)

Icicles (Su)
A windigo giant can grow up to five icicles anywhere upon its body as a free action, which it can break off and hurl as thrown weapons. These icicles can be used to make iterative ranged attacks, and have a 120 ft. range increment when thrown by a windigo giant, with a thrown weapon's standard maximum range of five range increments, or 600 feet.

Improved Grab (Ex)
A windigo giant must hit with a slam attack to use this ability. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Devour.

Immunities (Ex)
A windigo giant is immune to all forms of ability loss or energy drain, and takes no damage from starvation, thirst, or suffocation; they also possesses immunity to disease, poison, sleep effects, polymorph, paralysis and stunning.

Mania (Ex)
A windigo giant is immune to mind-affecting powers, including enchantment magic. Any mind-reading ability used upon a windigo will only read an insatiable lust for human flesh.

Natural Invisibility (Ex)
A windigo giant is continuously invisible, as the spell greater invisibility. This invisibility can be dispelled, but is automatically reestablished on the windigo's next turn as a free action. Furthermore, penetrating the invisibility allows the windigo giant to employ one of the daily uses of Glimpse of Madness as an immediate action. Such a use of the windigo giant's Glimpse of Madness power only affect those able to see the windigo - so a wizard using see invisibility to view a windigo giant would be the only one affected by the Glimpse of Madness, but one using invisibility purge would expose everyone else to the power.

A windigo giant's Natural Invisibility does not give it an increased DC to hide when holding then when active, since its Freezing Aura power has the side-effect of causing a stationary windigo to immediately be covered by a faint rime of frost frozen out of the atmosphere, which is shaken off as soon as the windigo moves. The six-foot long footprints in the snow are a bigger giveaway to a windigo giant's invisible presence, though.

Spell Resistance (Su)
A windigo giant possesses spell resistance equal to 15 plus half its Hit Dice.

Undying (Su)
A windigo giant can only be reduced to negative hit points by a weapon made of enchanted bone or horn. If reduced to 0 hp or below, a windigo giant is instantly forced to assume its gaseous Wind Walker form and must remain in that state for a month, after which it can assume a solid form once more at full health. Thus, to slay a windigo giant an attacker must reduce its hip points from a positive to a fatal value with a single blow.

Wanderer's Curse (Su)
Although a windigo giant is a Native Outsider, it can be affected by powers that banish extraplanar creatures, such as the dispel evil spell. If successfully 'banished' by such a power, the windigo is forced to wander in Wind Walker form for a month, just as if it had been reduced to 0 hit points.

A windigo giant can also be turned and rebuked by a cleric, but not commanded or destroyed. If the turning is powerful enough to destroy or command the windigo they are banished instead.

Furthermore, a windigo giant is cursed to never stay in one place. Whenever the windigo spends more than two rounds without making a Move action it must make a Will Save against a DC 20, the amount by which it makes the roll is the number of additional rounds the windigo can bear to stay in one place, after which the windigo must make at least three Move actions before spending another round without moving.

Wind Walker (Su)
Windigo giants are also called Wind Walkers, since they possess a supernatural power which may have inspired the wind walk spell. As a standard action, a windigo giant can switch from solid to gaseous form, or vice versa. The windigo cannot carry any objects while in gaseous form, nor can it switch from gaseous to solid form if the weather is above freezing. In gaseous form, a windigo giant can fly at a speed of 10 feet with perfect maneuverability, or summon a magical wind that wafts the windigo along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walker flight does not require the use of Howling Winds, unlike when a windigo giant flies in solid form.

Skills
A windigo giant's white skin and hair gives it a +8 racial bonus to Hide checks against clouds, snow or ice.

Lore Checks
DC 20 - A windigo is a legendary monster of the far North, an invisible giant that flies about and eats people. They are said to only appear in winter, accompanied by howling winds and freezing air. Many of the natives believe in these creatures, they carry amulets and erect totems in their settlements supposed to ward off these windigos. I've heard that some scholars examined a set of windigo 'footprints' the natives discovered, and found they were nothing but the trail of a wasset leaping across the snow.
DC 25 - Don' ye heed any of 'em fool scholars words aboot der bein' no such thing as windigos, dey exist for sure. Dem things were once evil cannibals, doomed to wander the icy wastes forever cause dey broke the taboo 'gainst eatin' their own kin. Cos dey's evil spirits, dey can be exorcised by spells and da faith of holy folks. If ye ain't got the blessings of da gods, da purity of fire can burn a windigo aways. Not that dat wuld get rid of a windigo for good, dey always come back somewhere next moon or next winter. Da damn things are immortal, I've heard nothin' can kill 'un...
...Oh one more thing, 'tis said their invisibility is a blessing for mankind, not a curse. I 'eard a wizzard once used his magic to look through a windigo's invisibility, and whatever he saw turned him into a raving loonatic.
DC 30 - Heed my words! Before Imuchak, greatest of the shamankas, we only had our prayers, our charms and our totems to keep the windigo away. But Imuchak, greatest of the shamankas, used her powers to defeat them! Imuchak defeated them using the powers of earth, by turning the windigo into lumps of stone. When a windigo ate her daughter, Imuchak carved a dagger from her thighbone and spoke spells over it. Imuchak plunged this enchanted bone in the windigo's heart, slaying it forever. The weapon Imuchak made from her own thighbone to kill the windigo still exists, stashed in a secret place. When the windigo return to feast on us, the bone to kill windigo will come out of hiding to help us once again.

Advanced Windigo Giants
For your convenience, here are compact stat-blocks for windigo giants in each available size category:

Huge Windigo Giant (Hit Dice: 10d8+50(95hp); Init: +1; Speed: 40 ft., fly 80 ft(clumsy); AC: 22(-2 size, +1 Dex, +13 natural) touch 9, flat-footed 21; Base Attack/Grapple: +10/+27; Attacks: 2 slams +17 melee (1d8+9 plus 1d6 cold) and bite +12 melee (2d6+4 plus 1d6 cold) or icicle +11/+6 ranged (1d8+9 plus 1d6 cold); Space/Reach: 15 ft./15 ft.; Special Attacks/Qualities: Devour (2d6+13 hp plus 2d4 Con drain, DC 20 Fort for half Con drain), damage resistance 10/good, fast healing 10, freezing aura (5d6 cold damage in grapple), glimpse of madness (3/day, DC 20 Will else 1d4 Wis damage plus hour-long confusion), howling winds, immunities, improved grab, mania, natural invisibility, spell resistance 20, undying, wind walker; Saves: Fort +12, Ref +8, Will +8; Abilities: Str 29, Dex 12, Con 21, Int 4, Wis 12, Cha 20; Skills: Hide +6*[+14 in winter, +26 or +34 with invisibility], Listen +16, Move Silently +14, Spot +16, Survival +14; Feats: Alertness, Improved Overrun, Track, Power Attack; CR: 10)

Gargantuan Windigo (Hit Dice: 16d8+112(184hp); Init: +1; Speed: 40 ft., fly 80 ft(clumsy); AC: 24(-4 size, +1 Dex, +17 natural) touch 7, flat-footed 23; Base Attack/Grapple: +16/+42; Attacks: 2 slams +25 melee (2d6+14/19-20 plus 2d6 cold) and bite +20 melee (3d6+7 plus 2d6 cold) or icicle +17/+12/+7 ranged (2d6+14 plus 2d6 cold); Space/Reach: 20 ft./20 ft.; Special Attacks/Qualities: Devour (3d6+21 hp plus 2d6 Con drain, DC 25 Fort for half Con drain), damage resistance 10/good, fast healing 16, freezing aura (8d6 cold damage in grapple), glimpse of madness (5/day, DC 23 Will else 2d4 Wis damage plus day-long confusion), howling winds, immunities, improved grab, mania, natural invisibility, spell resistance 23, undying, wind walker; Saves: Fort +15, Ref +13, Will +11; Abilities: Str 38, Dex 12, Con 25, Int 4, Wis 12, Cha 20; Skills: Hide +8*(+16 in winter, +28 or +36 with invisibility), Listen +22, Move Silently +22, Spot +22, Survival +20; Feats: Alertness, Improved Critical (Slam), Improved Overrun, Lightning Reflexes, Track, Power Attack; CR: 13)

Colossal Windigo (Hit Dice: 26d8+260(377hp); Init: +2; Speed: 40 ft., fly 80 ft(clumsy); AC: 26(-8 size, +2 Dex, +22 natural) touch 4, flat-footed 24; Base Attack/Grapple: +26/+60; Attacks: 2 slams +36 melee (3d6+18/19-20 plus 1d6 cold) and bite +31 melee (4d6+9 plus 1d6 cold) or icicle +28/+23/+18/+13 ranged (3d6+18 plus 1d6 cold); Space/Reach: 15 ft./15 ft.; Special Attacks/Qualities: Devour (4d6+27 hp plus 2d8 Con drain, DC 33 Fort for half Con drain), damage resistance 10/good, fast healing 26, freezing aura (10d6 cold damage in grapple), glimpse of madness (8/day, DC 28 Will else 3d4 Wis damage plus permanent insanity), howling winds, immunities, improved grab, mania, natural invisibility, spell resistance 28, undying, wind walker; Saves: Fort +21, Ref +19, Will +18; Abilities: Str 46, Dex 14, Con 30, Int 4, Wis 12, Cha 20; Skills: Hide +17*(+25 in winter, +37 or +45 with invisibility), Listen +32, Move Silently +33, Spot +32, Survival +30; Feats: Alertness, Combat Reflexes, Improved Overrun, Iron Will, Lightning Reflexes, Track, Power Attack, Stealthy; CR: 18)

Treasure
Windigo giants do not collect treasure. Any precious items their victims may possess are scattered about the wilderness, they are only interested in their flesh.

Certain Northern tribes have developed specialized magical items that are of use against windigos, examples of which are listed below.

Amulet of Windigo Warding
The normal design of this amulet is carved from blackened or charred wood set with two pieces of mother-of-pearl. It is marked with swirling patterns that seem abstract at first, but close study reveals it’s a howling face with mother-of-pearl eyes. The wearer of a standard version of this amulet is warded against all forms of windigo as if they were under a protection from evil spell (+2 deflection bonus to AC and a +2 resistance bonus on saves), cannot be infected by the Curse of the Windigo through eating human flesh offered by a windigo cursed (q.v.); receives a +10 competence bonus against the Eat Personality imitations of a windigo beast (q.v.) and cannot be touched by a windigo giant (q.v.) if the amulet beats the giant's Spell Resistance check.

There is a lesser form of this amulet which does not block a windigo cursed's Curse of the Windigo power from affecting the wearer.

There is also a greater form of the amulet which can banish a windigo giant by touching the amulet against the monster. Once a day, the wearer can speak a command word to invoke a power equal to a dispel evil spell, except said power only affects windigos.

Faint abjuration (lesser or standard) or Moderate abjuration (greater); CL 1st (lesser), 5th (standard) or 9th (greater); Craft Wondrous Item, protection from evil (lesser), remove curse (lesser), dispel evil (greater); Price 1,000 gp (lesser), 6,000 gp (standard), 12,000 (greater).

Totem of Windigo Warding
An idol or altar usually carved from fire-blackened wood, a totem of windigo warding must be set in place and activated with a brief ritual including a consecrate spell before it starts functioning. Once activated, the totem's power will protect its surroundings from windigos until it is either moved or desecrated. If the power is deactivated, the totem of windigo warding cannot be reactivated until 24 hours have passed.

When activated, any windigo giant within a 200 foot radius of the totem must make a Will saving throw (DC 16) each round or be forced to spend at least a single move action to move away from the totem that round. The windigo giant's Spell Resistance does not apply to this effect. In addition, the totem creates a 20 ft radius emanation with the combined powers of a consecrated altar and a magic circle against evil which only guards against windigos. (+6 sacred bonus on checks to turn a windigo giant, -2 penalty on attack rolls, damage rolls, and saves to all windigos entering the area, +2 deflection bonus to AC and +2 resistance bonus on saves for all non-windigos within the area)

Moderate abjuration; CL 7th; Craft Wondrous Item, consecrate, magic circle against evil; Price 25,000 gp

Bone of Windigo Slaying
Carved from the charred limb-bone of a victim of the dreaded Windigo Giant, this +3 flaming dagger
protects its wielder with cold resistance 20 and does double fire damage (+2d6) against any kind of windigo. Anyone holding the bone also gains a +4 enhancement bonus on saving throws and AC against a windigo's attacks, special attacks and special qualities, and cannot be touched by a windigo giant (q.v.) if the bone beats the giant's Spell Resistance check.

Strong evocation and abjuration; CL 12th, Craft Magic Arms and Armor, resist energy, protection from evil and flame blade, flame strike, or fireball; Price 65,000 gp
 

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Windigo Beast

Windigo Beast
Large Monstrous Humanoid (Evil, Spirit)[see also creature of the cold]
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Claw +8 melee (1d6+5)
Full Attack: 2 claws +8 melee (1d6+5) and bite +3 melee (1d8+2)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Boreal powers (see below), devour, improved grab, terrifying gaze
Special Qualities: Anthropophagous healing, boreal powers (see below), cold resistance 20, creature of the cold, darkvision 60 ft., damage resistance 5/good, fast healing 4 (equal to Hit Dice), immortal beast, immunities, low-light vision, mania, eat personality, scent, spell resistance 14, undying
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 21, Dex 14, Con 17, Int 7, Wis 12, Cha 16
Skills: Bluff +6*(+16 with personality eater), Climb +13, Hide +8*(+16 against snow/ice), Listen +8, Move Silently +8, Spot +8, Survival +5
Feats: Alertness, Power Attack, TrackB
Environment: Any cold (often forests)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Evil (usually neutral evil)
Advancement: 5-10 HD (Large)
Level Adjustment:

Loping towards you is a ten-foot tall humanoid creature covered in long white fur, a ghastly thing combining the worst features of a cadaverous maniac and a ravenous wolverine.

An average windigo beast is ten foot tall but weighs only 560 pounds, being lean and hungry of built.

Windigo beasts are both pitiable and horrible creatures, cursed with insatiable hunger and the scattered memories of humanoid lives they might once have lived. A windigo beast is practically immortal, being ageless and extraordinarily difficult to kill. Windigo beasts occasionally arise when a windigo cursed (q.v.) dies of old age or starvation. They have an ambiguous relationship with windigo giants, who possess the power to kill them. Either this gives the windigo beast a final release, or the beast's damned soul is absorbed into the monstrous giant. It is believed that an powerful enough windigo beast may metamorphose into a windigo giant, but there have been no confirmed reports of this.

Windigo beasts can speak, and most know Common. They can also speak the languages of those they’ve devoured, due to their power to Eat Personality.

Combat
Windigo beasts are cunning enough to use stealth and appropriate Boreal Powers (e.g. invisibility, fly, gaseous form) to sneak up to their enemies and ambush them. If they have eaten a humanoid personality they may use that being's voice to send message spells designed to lure victims into the woods.

Once they've entered combat, they focus on one opponent at a time, trying to stun them with their Terrifying Gaze before Grabbing and Devouring them. Once they've got their teeth in a victim, they will ignore other foes if their use of Anthropophagous Healing heals their wounds as fast as their enemies inflict them.

Despite their mediocre intelligence, windigo beasts are clever enough to use their Boreal Powers very effectively, and they do not stint on their use. They like to soften up prey from a distance by casting control winds, chill metal or icestorm, while fog cloud is an excellent way to sew confusion amongst a group of foes while the beast is within their midst.

Anthropophagous Healing (Su)
A windigo beast can heal itself by eating humanoid flesh. For every round it spends Devouring the flesh of any creature with the Humanoid type (See Devour, below, for how long a windigo beast takes to Devour a victim) it can heal either 2d8 plus twice its Hit Dice in hit points of damage, two levels of energy levels, 1d4 points of ability drain, 2d6 points of ability damage, regrow one-fifth of a body part or reattach a limb.

The Humanoid flesh devoured during Anthropophagous Healing may be in any condition – living or dead, fresh or putrefying, frozen solid or cooked, from one person or many. A windigo beast typically uses this power to heal itself during combat, often while its Devoured victim is still alive.

Boreal Powers (Sp)
Windigo beasts can call upon a range of spell-like abilities, which they use as a sorcerer with a caster level equal to their Hit Dice. The save DCs are Charisma-based.

All windigo beasts can use the spell-like ability message at will, which they use to confuse and lure their opponents. In addition, they may have Boreal Powers of four types - Cold, Winds, Obscuration and Travel.

The windigo beast can use its Boreal Powers a number of times equal to its Hit Dice, in any combination. Thus, a 4 Hit Dice beast can use one spell-like ability four times or four different spell-like abilities a single time apiece. Some of the Boreal Powers' spell-like abilities are only available to windigo beasts with a certain number of Hit Dice, or require the beast to expend multiple uses of Boreal Powers.

A windigo beast may draw upon one type of Boreal Powers for every 2 Hit Dice it possesses, so a standard 4 Hit Dice windigo beast can use two types of Boreal Powers, a 6-7 Hit Dice beast has three types and a beast with 8 or more Hit Dice can access all four. A windigo beast randomly determines which Boreal Powers it has, with an equal chance for each type (e.g. roll 1d4 for the first type, then 1d3 to pick the second type from the unpicked three, then 1d2 for the third pick and whatever's left becomes the fourth and last).

A windigo beast which is energy drained can lose both casting level and access to Boreal Powers, thus a beast drained to 2-3 Hit Dice has only one type of Boreal Powers, while one with just 1 Hit Dice may only use its message Boreal Power. If it regains these energy levels through any means, it will regain the same Boreal Powers which it lost, in the order it acquired them.

Here are the Boreal Powers spell-like abilities by type, with their Hit Dice & use requirements:

At will – message
Cold – chill metal, freezing hands*, ice storm (7+ Hit Dice, costs two uses of Boreal Power)
Winds – gust of wind, wind wall, control winds (9+ HD, costs 3 uses of Boreal Power)
Obscuration – fog cloud, invisibility, greater invisibility (7+ Hit Dice)
Travel – fly, gaseous form (5+ Hit Dice), wind walk (9+ HD, costs 2 uses of Boreal Power)

*The Boreal power freezing hands functions like the spell burning hands except it does cold damage instead of fire, the 1d4 damage per Hit Dice has a maximum of 10d4, and it is equivalent to a 2nd level spell.

Creature of the Cold (Su)
Spells and powers affect a windigo beast as if it possessed the Cold subtype, although it possessed neither immunity to cold nor vulnerability to fire.

Devour (Ex)
On a successful grapple check, a windigo beast can deal 2d8+8 hit points of damage to any opponent it is holding in a grapple. A windigo beast can rapidly devour the dead body of any Humanoid, eating a corpse of Tiny size or less as a free action, a Small corpse as a full-round action, a Medium corpse in a minute and a Large corpse in ten minutes. The appetite of a windigo beast is not insatiably; they can eat up to one large corpse, 4 medium corpses, 16 Small corpses, 64 Tiny corpses or 256 Fine or smaller corpses per day. A windigo beast gains one Hit Dice if it eats its full of humanoid victims in one sitting.

If the windigo beast has any injuries, it will use Anthropophagous Healing to heal them while Devouring.

Eat Personality (Su)
A windigo beast can acquire the voice, languages and some of the knowledge and personality traits of a Humanoid whose brain or heart it Devours, but none of their mental attributes or skills. This allows the beast to give an uncanny imitation of its most recent victim's voice, giving it a +10 competence bonus to Bluff checks when calling out to its next prospective victim. The windigo beast still looks like a huge shaggy wolf-ghoul, so must hide or make a very challenging Bluff check. ("Honestly, I was polymorphed by a crazy wizard! Just come closer and you'll know it's me.")

The eaten personality fades away after a month or so. An eaten personality has an "ego score" equaling the sum of the victim's mental abilities (Int, Wis & Cha) which falls by one per day, until the personality disappears completely when its ego score reaches zero. If the windigo beast eats the heart or brain of a Humanoid with a higher ego score, it acquires that personality instead.

The eaten personality is merely an imitation, not the actual soul of the deceased. A victim of Eat Personality can be brought back from the dead normally via resurrection or similar means, although raise dead will not work because the body will be missing its brain or heart.

[Windigo beasts have been known to get their own identity confused with a strong-willed person they have eaten, they may even think they are that individual. This does nothing to suppress their predatory behaviour. On rare occasions, beasts who sincerely believed they'd been polymorphed sought out their victim's relatives for help, and were horrified when they got hungry and Devoured people they thought were their own kin. If you wish to include this possibility in your game, whenever a windigo beast eats a Humanoid with an ego score higher than its own (average 35), it must make a Will save against a DC of 10 plus the difference in ego scores or suffer ego-confusion, becoming ego-identification if the save was failed by 20 or more.]

Fast Healing (Ex)
Windigo beasts possess Fast Healing equal to their Hit Dice. A windigo beast's fast healing does not heal injuries inflicted by fire or enchanted weapons made of bone or horn. The windigo's fast healing can re-attach a severed limb with a full round action.

Immortal Beast (Su)
A windigo beast can only be killed permanently by a weapon made of enchanted bone or horn, a windigo's Devour attack or any method of death that prevents the use of the resurrection spell, such as a sphere of annihilation. If killed by any other means, the windigo beast will return to life between a minute and an hour later – roll 1d6×1d10 to determine the delay in minutes – as if it had received a raise dead spell, except that the windigo beast can recover the lost energy level through Anthropophagous Healing. If the windigo beast's corpse is damaged past the point raise dead is effective, it rises from the place it was slain after a 24 hours delay or the next sunset, whichever is latest, as if it had received a resurrection spell, except that the windigo can recover the lost energy level through Anthropophagous Healing.

Immunities (Ex)
A windigo beast possesses immunity to aging, starvation, suffocation, thirst, disease, poison, sleep effects, polymorph, paralysis and stunning.

Improved Grab (Ex)
A windigo must hit with a claw attack to use this ability. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Devour.

Mania (Ex)

A windigo beast is immune to mind-affecting powers, including enchantment magic. Any mind-reading ability used upon a windigo will only read an insatiable lust for human flesh.

Spell Resistance (Su)
A windigo beast possesses spell resistance equal to 10 plus its Hit Dice.

Terrifying Gaze (Su)
A windigo beast can fill opponents with freezing terror simply by glaring at them. This is similar to a 30 ft range gaze attack, except that the windigo must use a standard action, and those merely looking at it are not as strongly affected. The windigo beast selects one victim to focus on, who must make a Will save against DC15 to resist the Terrifying Gaze's effects. If the victim has fewer Hit Dice than the windigo then they are stunned for 1d4 round then panicked for 1d4 rounds if they fail the save, or shaken for 2d4 rounds if they make the save, a victim possessing more Hit Dice than the windigo who fails the save is frightened for 2d4 rounds. Any other creatures within the 30 ft gaze attack who have fewer Hit Dice than the windigo beast must also make Will saving throws or be frightened for 2d4 rounds, if they possess 4 or fewer Hit Dice, or shaken for 2d4 rounds, if they possess 5 or more Hit Dice.

The save DC is Charisma-based.

Skills
A windigo beast has a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Spot and Survival checks. Its white coat gives it a +8 competence bonus to Hide checks in environments covered in snow, ice or cloud. Windigo beasts have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Lore Checks
DC 15 - Let me tell you of the windigo. They're shaggy white-furred creatures half again as tall as a man, with the build of famine victims and the manners of rabid wolves. Their wounds heal up before your eyes, unless you burn them with fire, and they love nothing save the taste of human flesh.
DC 20 - I have fought the windigo. The worse thing about them was not their terrifying gaze, or watching them heal themselves by eating your friends alive, but that they cannot die. Even if you burn a windigo to ashes, it will return to life. My wife's people told me of a place in the mountains called the pit of the windigos, into which they cast the bodies of any windigo they kill. That howling you hear up there ain't always the wind, sometimes it’s the windigos wandering down in that pit, screaming for human flesh.
DC 25 - Windigos have magical powers. When they eat a body, they can steal the voice and memories of that person as well as healing up any ailment they suffer. They then try to lure out their victim's friends by calling out to them with that person's voice. As well as this, they have all manner of magical gifts drawn from the arctic powers – casting freezing cold, sending messages on the wind, invisibility, flying, calling up storms, I've heard they can do all kinds of things.
 

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Windigo Cursed

Windigo Cursed
The windigo cursed appear like ordinary members of the race they belonged to before becoming monsters, although the may reveal hints of their murderous, predatory personalities.

Windigo cursed retain any languages the knew before becoming cursed.

Windigo cursed lust to feed on the flesh of their own species, or the species they were before they became cursed. They can survive without difficulty on other foods, but these will not satisfy their craving. Windigo cursed rarely eat each other, being Monstrous Humanoids they derive little benefit from eating their own kind.

Although most Windigo cursed are antisocial loners, some have a desire for companionship and either live with folk too depraved to care about their cannibalism, or keep this proclivities secret.

Windigo cursed can arise spontaneously when evil folk turn to cannibalism and murder, but most are created by these monsters spreading their curse to other humanoids – see Curse of the Windigo under Special Qualities. A single charismatic windigo cursed may convert entire villages into its own kind.

Windigos cursed can interbreed normally with their base creature or another windigo cursed, any resulting offspring are normal Humanoids who are usually quickly infected with the curse or eaten.

Creating a Windigo Cursed
Windigo cursed is an acquired template that can be added to any Humanoid creature from Small to Large size (referred to hereafter as the base creature) which does not possess the Good, Fire or Earth subtypes.

Size and Type
The base creature's size is unchanged, but its type changes to Monstrous Humanoid with the Evil subtype. They retain any racial subtype they had as a Humanoid.

Hit Dice
The windigo cursed retains any class levels it possesses, together with their attendant base attack bonus, saves and skill ranks. If the windigo possesses levels in a class it is barred from on grounds of its new evil alignment, such as paladin, its level in that class can be converted into an evil-aligned substitute class, i.e. blackguard.

In addition, the windigo cursed gains a number of Monstrous Humanoid hit dice depending on its size - a Small windigo cursed gains one such Hit Dice, a Medium windigo cursed gains two Monstrous Humanoid Hit Dice while a Large windigo cursed gains four. These Hit dice increase the windigo cursed's attack bonus, saves and skill ranks.

Speed
If the base creature has a land speed lower than 40 ft. add 10 ft to its land speed, with a maximum of 40 ft.

Armour Class
The base creature's natural armour bonus improves by +2.

Attacks
The windigo cursed retains all the attacks of the base creature. It does not gain any additional attack forms, although its base attack bonus will be increased by its Monstrous Humanoid hit dice.

Special Abilities
A windigo cursed retains all the special abilities of the base creature, except for class features which were changed by any substitution of class-levels. In addition, it gains a number of additional abilities depending on its Hit Dice, according to the following table:

Hit Dice Special Qualities
2-3 HD - Cannibalistic healing, curse of the windigo, mania, taint of evil [unless Small]
4-5
HD - Endure elements, frightful gaze, immunities
6-7
HD - Cold resistance 5, fast healing 1, hard to kill
8-9
HD - Cold resistance 10, fast healing 3, wind step (3/day)
10+
HD - Defy death, fast healing 5, wind step (5/day)

Special Attacks
A windigo cursed retains all the special attacks of the base creature and gains the Frightful Gaze attack, described below.

Frightful Gaze (Su)

A windigo cursed with 4 or more Hit Dice can fill its enemies' minds with freezing terror merely by glaring at them. This is similar to a gaze attack with a 30 ft range, except that the windigo must use a standard action, and those merely looking at it are not as strongly affected. The windigo cursed selects one victim to focus on, who must make a Will save to resist the Frightful Gaze's effect. If the victim fails the save and has 4 or fewer Hit Dice they are stunned for 1d4 round then panicked for 1d4 rounds, if the victim possesses 5 or more Hit Dice they are merely frightened for 2d4 rounds. A victim who makes the save, but has fewer Hit Dice than the windigo, is shaken for 2d4 rounds. Any other creatures within the 30 ft gaze attack who have fewer Hit Dice than the windigo cursed must also make Will saving throws or be frightened for 2d4 rounds, if they possess 2 or fewer Hit Dice, or shaken for 2d4 rounds, if they possess 3 or more Hit Dice.

The Frightful Gaze save has a DC of 10 + ½ windigo cursed’s Hit Dice + windigo cursed’s Cha modifier.
Special Qualities

Cannibalistic Healing (Su)

Thrice per day, a windigo cursed can heal itself by eating the flesh of a creature of its base creature's racial subtype or subtypes. For full use of this power, the windigo cursed needs to spend at least two rounds eating an ounce or more of flesh per 25 pounds of the windigo's bodyweight - so a 180 lb windigo cursed half-elf would need to eat eight ounces of elven or human flesh, for example. If short of flesh or pressed for time, they can heal half the indicated amount as a standard action by eating any lesser quantity of flesh, even as little as a sip of blood. (e.g. heal 1 Con instead of 2, or a 50% chance of success with "all or nothing" healing.)

The flesh need not be fresh or raw, but must be edible. Windigo cursed often preserve the meat of their victims by various means (freezing, pickling, smoking etc) to create a larder or cannibalism.

A windigo cursed can use Cannibalistic Healing even when stunned or paralysed, although it must be fed by another.

Cannibalistic healing can do any of the following:

● Cure 1d8 hit points of damage, plus 1 hit point per Hit Dice of the windigo cursed.
● Remove a poison or disease, but not any damage caused by the condition.
● Remove stun or paralysis. (a windigo cursed with 4+ HD is immune to these conditions.)
● Restore 1d4 points of ability damage.
● Restore 1 point of ability drain.
● Restore one drained energy level.
● Regrow body parts - may require multiple Cannibalistic Healings, a single use is enough to regrow approximately one tenth of a limb (e.g. a hand). The windigo must eat a flesh equal to the regrown body mass.

A basic windigo cursed can pick one of the above options, a windigo cursed with 7 or more Hit Dice can pick two, which may be the same (e.g. remove poison plus restore 1d4 ability damage or cure 2d8 plus 2×HD hit points), while a windigo cursed with 10 or more Hit Dice has three picks.

Cannibalistic Healing can not cure damage caused by enchanted weapons made of bone or horn, although a windigo cursed can heal such injuries through natural healing or other forms of magic.

Curse of the Windigo (Su)
Any person who eats the flesh of a humanoid killed by a windigo runs the risk of contracting the Curse of the Windigo. If they ate the flesh unknowingly, through ignorance or trickery, they are entitled to a Will save against a DC 15 (+1 per additional meal that year) to avoid contracting the curse. Anyone who eats a windigo's victim knowing what it is automatically receives the curse. The new victim will become a windigo cursed within a matter of days – they suffer 1d4 points of Wisdom drain per day, and once their wisdom is reduced to zero they become a windigo cursed with a fully restored Wisdom score. During this period a remove curse will abolish the Curse of the Windigo.

Once the Curse has transformed the victim into a windigo it is much harder to remove, first the remove curse must make a level check beating a DC of 15 plus the windigo cursed's Challenge Rating. This removes all of the windigo cursed template's traits except for Cannibalistic Healing, Taint of Evil and the windigo cursed's racial skill bonuses and bonus Track feat. To remove these last traits and restore the victim to the Humanoid type they must receive an atonement spell with suitable penance. If the curse victim uses its Cannibalistic Healing power before it is removed through atonement the curse will completely re-establish itself and the victim regains all of the traits of a windigo cursed.

A miracle or wish spell will completely restore a windigo cursed back to its base creature.

If a windigo cursed dies from starvation or old age, a windigo beast (q.v) may rise from the remains 24 hours later or after the next sunset, whichever is latter. Make a level check (1d20 + Hit Dice) against DC 20. If successful, a windigo beast is spawned. Destroying the corpse of the windigo cursed does not prevent this.

Darkvision (Ex)

All windigo cursed gain darkvision out to 60 feet.

Defy Death (Su)
A windigo cursed with 10 or more Hit Dice can return to life after being slain by violence, unless it was killed by an enchanted weapon made of bone or horn. This functions as if a raise dead spell was cast on the windigo cursed's body 2d4 hours after it was killed, except that the windigo cursed can recover the lost energy level through Cannibalistic Healing. Like raise dead, the windigo's body must be reasonably intact, so Defy Death does not function if their corpse is decapitated, heartless or burnt to ashes.

Endure Elements (Ex)
A windigo cursed with 4 or more Hit Dice suffers no harm from being in hot or cold environments. It can exist comfortably in temperatures between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. This is similar to the spell endure elements, except the windigo's equipment is not protected.

Fast Healing (Ex)
A windigo cursed with 4 or more Hit Dice possesses Fast Healing. This fast healing does not heal injuries inflicted by acid, fire, divine energy or enchanted weapons made of bone or horn.

Hard to Kill (Ex)
A windigo cursed with 6 or more Hit Dice possesses a remarkable tenacity to life. If they take damage sufficient to kill them they are entitled to a level check (1d20 + Hit Dice) against DC 13 to avoid dying, merely masquerading as a corpse instead. Assuming the level check was successful, the windigo feigns death until their Fast Healing brings them to a positive hit point score. A deathwatch spell can determine whether a windigo cursed has been truly killed, as can a DC 20 Heal skill check.

Hard to Kill does not function if the windigo has received a fatal level of damage from attacks that its Fast Healing can not cure – i.e. its hit points plus 10 in damage from acid, fire, divine energy or enchanted weapons made of bone or horn.

Immunities (Ex)A windigo cursed with 4 or more Hit Dice possesses immunity to polymorph, paralysis and stunning.

Mania (Ex)A windigo cursed is immune to mind-affecting powers, including enchantment magic. Any mind-reading ability used upon a windigo will only read an insatiable lust for human flesh.

Taint of Evil (Ex)
Although a windigo cursed appears no different from an ordinary member of its base creature, there is a hint of malevolence about it that may repel those who encounter it. Any living thing that encounters a windigo cursed is entitled to make a Sense Motive check against the windigo's Bluff check, or a Wisdom check against a DC 20, with a +8 bonus on the Wisdom check if the creature possesses the Scent special quality. Roll whichever is more likely to succeed. If the check is made, the creature instinctively senses the unnatural malice of windigo cursed and would likely want nothing to do with them.

Windigo cursed of Small size do not bear the Taint of Evil.

Windigo cursed also register as Evil to detect evil spells and similar abilities, due to their Evil subtype.

Wind Step (Su)
A windigo cursed with 8 or more Hit Dice can dissolve into vapour and reform somewhere else as a full-round action. A windigo cursed cannot disappear or reappear using Wind Step anywhere a non-windigo is observing it, nor can it Wind Step while carrying such a creature, although they can duck out of sight, or appear behind a victim. During a Wind Step, the windigo moves invisibly and in gaseous form to a point up to 200 feet away, either moving across the ground or flying with good manoeuvrability. If someone is observing where the windigo chooses to end a Wind Step, it must reform at the last point on its path that is out of sight of any observers.

The windigo cursed may Wind Step with any objects it can move, but if it is carrying more than a Light load this reduces the distance and aerial manoeuvrability it travels – 140 feet and average manoeuvrability for a Medium load, 100 feet and poor manoeuvrability for a Heavy load, and 40 feet and clumsy manoeuvrability for a Dragged load.

A windigo cursed can expend two uses of Wind Step to travel great distances, wind stepping 200 feet a round for up to ten minutes per Hit Dice – e.g. it can travel up to 20,000 feet per Hit Dice. Such long-distance Wind Steps cannot be performed if the windigo is carrying more than a Light load.

Wind Step is not hindered by anti-teleportation effects. A wind step can not be performed if the windigo is paralysed or otherwise incapable of movement, although they can use the power to escape from physical restraints such as manacles by making an Escape Artist check with a +20 competence bonus.

Abilities
Increase from the base creature as follows: +6 Strength, +4 Dexterity, +4 Constitution, +2 Charisma. If the base creature is Small-size the Charisma increase is +4 instead.

Skills
Windigo cursed have a +4 racial bonus on Move Silently, Hide, Listen, Spot, Survival, Bluff, Sense Motive and Search checks. A windigo cursed of Small size has a higher +8 racial bonus to Bluff, Hide and Move Silently checks instead.

Windigo cursed keep the skill points of their base creature, to which are added the skill points from the template's additional Monstrous Humanoid Hit Dice. These skill points are distributed as evenly as possible among the eight racial bonus skills listed in the previous paragraph, with the uneven points going towards the first skills listed. E.g. a Medium-sized windigo cursed with Int 17 would gain ten skill points from its two Monstrous Humanoid Hit Dice, thus gaining two skill points each in Move Silently and Hide and one skill point in Listen, Spot, Survival, Bluff, Sense Motive and Search.

Feats
Windigo cursed gain Track as a bonus feat.

Environment
Windigo cursed can be found anywhere Humanoid races live, but have a weird attraction towards cold, northern climes. They are slightly more common in Cold Forest terrain, because this is where they are more likely to find the humanoids they prey upon.

Organization
Solitary, pair, gang (3-5), or troupe (2-12)

Challenge Rating
Same as the base creature +2 for Small or Medium-sized windigo cursed, +3 for Large-sized windigo cursed.

Treasure
Standard

Alignment
Always evil (any)

The alignment of the base creature changes to evil, retaining any lawful or chaotic component it may possess.

Advancement
By character class.

Level Adjustment
Same as the base creature +3.

Lore
DC 15 - A windigo is what them northern tribes call a mad cannibal. The winters up there is so terrible, some folks get trapped in the snow and turn to killing and eating each other. Some folks just go cabin-crazy as well, I've heard of a trapper who killed and smoked his family even though he had plenty of food in his storerooms. Of course there's legends about them being possessed by devils and such instead of plain crazy, there were a few villages which formed a windigo cult, saying it gave them supernatural powers in battle.
DC 20 - Don't you listen to them folks saying windigos is just ordinary lunacy. It's a unholy curse, like those which make werewolves and ghouls. A windigo may look as human you and me, but when you meet one you can just feel the evil pouring from 'em like the heat from a fire. If you meet its eye, your limbs may get so frozen in terror you wouldn't be able to stop them slittin' yer throat. When a windigo eats the bodies of other folks, they can heal up their wounds or even regrow a leg like a frog.
DC 25 - I knew some folks who were plagued by a windigo once. They caught her and chained her up in the jail for the sheriff, but she slipped through leg-irons, manacles and two barred doors like a chilly breeze and that very night she was seen eating a pedlar thirty miles away. They shot her full of arrows and buried her, but she was up and killing again the next day. Finally, Black Pete the bounty hunter slew her and cut out her heart, and she never bothered them again. So, if you ever meet a windigo, you'd better chop them into pieces or burn them, to be sure they don't spring back to life.

Sample Windigo Cursed

Bloodthirsty Suzie
Windigo Cursed, 3rd level Rogue/3rd level Ranger
Medium Monstrous Humanoid (Evil, Human)
Hit Dice: 2d8+3d6+3d8+16 (49 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +2 natural, +5 +1 chain shirt), touch 13, flat-footed 17 [Trap Sense gives +1 dodge versus traps for AC 21, touch 14, flat-footed 17]
Base Attack/Grapple: +7/+9
Attack: Longsword +10 melee (1d8+2/19-20) or kukri +9 melee (1d4+2/18-20) or +1 composite longbow (+2 Str bonus) +11 ranged (1d8+3/×3)
Full Attack: Longsword +10/+5 melee (1d8+2/19-20) or kukri +9/+4 melee (1d4+2/18-20) or longsword +8/+3 melee (1d8+2/19-20) and kukri +7/+2 melee (1d4+1/18-20)[with Improved Two-Weapon Fighting] or +1 composite longbow (+2 Str bonus) +11/+6 ranged (1d8+3/×3)[ranged +9/+9/+4 with Rapid Fire]
[+2 weapon damage versus humans due to favoured enemy]
Space/Reach: 5 ft./ 5 ft.
Special Attacks: combat style (archery), favoured enemy (human), frightful gaze, sneak attack +2d6
Special Qualities: Cannibalistic healing, cold resistance 10, darkvision 60 ft., curse of the windigo, endure elements, evasion, fast healing 3, hard to kill, immunities [paralysis, polymorph, stun], mania [immune to mind-affecting & mind-reading], taint of evil, trapfinding, trap sense +1, wild empathy, wind step [3/day]
Saves: Fort +6, Ref +12 [+13 versus traps], Will +6
Abilities: Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Skills: Bluff +14*, Craft (trapmaking) +10, Disable Device +7, Escape Artist +5† [+25 to wind-step out of restraints], Hide +15†, Listen +14*, Move Silently +15†, Search +11, Sense Motive +11*, Spot +14*, Survival +11*
[All skills marked * are +2 versus humans due to Suzie's favoured enemy special ability, skills marked † include a -1 armour check penalty from the +1 chainshirt]
Feats: EnduranceB, Improved Two-Weapon Fighting, Rapid ShotB(combat style), TrackB, Two-Weapon Fighting, Weapon Focus (Longsword)
Environment: Any land
Organization: Solitary, pair, gang (3-5), or troupe (2-12)
Challenge Rating: 8
Treasure: Standard (including +1 chainshirt, +1 composite longbow, oil of magic weapon, 2 smokesticks and thunderstone plus other equipment – see possessions, below)
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +3

Bloodthirsty Suzie is 5'3" tall and weighs 120 pounds.

Suzie clanCarroc was a shy hunter until she accepted a piece of pemmican from a stranger who turned out to be a windigo cursed. Now she's a notoriously violent mercenary, bounty hunter and adventurer, with an unlucky reputation for losing partners – many of whom end up in her trail rations.

Despite being a cannibal psychopath, Suzie is often friendly towards adventuring types, especially if they want to go hunting bandits or other law breakers. If Suzie travels with the player characters on a mission she'll be keen to collect fleshy trophies from any foes they slay, maybe sneaking off to cut off a few steaks and stash them in a sack within her backpack, to pull out and eat later during any moments of privacy she can contrive.

Like most windigo cursed, Suzie will eat human flesh in preference to any other food so, once her supply of special rations runs out, she would rather murder a colleague or passer-by than eat the mundane rations she carries. If she has an ample supply of her "special rations" she will share some with any companions she takes a liking to, hoping to turn them into permanent friends.

Combat
Bloodthirsty Suzie is an experienced fighter who loves to get in the thick of melee, but is wise enough to use hit-and-run tactics or snipe with her longbow when the situation calls for it. She's most lethal when using two-weapon sneak attacks, so will try to get in flanking positions or surprise her foe, perhaps by using Wind Step to appear behind them.

If she's up against opponents who know of her monstrous nature, or who she intends to kill without survivors, she may just walk towards them and unleash a Frightful Gaze before closing to melee. If she knows she's about to face a major fight she'll unction her longsword with her oil of magic weapon. Being an expert trapsmith, she may augment her ambushes with lethal or nonlethal devices. A favourite ploy is setting up a thunderstone to explode while she and her allies charge into combat.

Suzie always keeps a smokestick handy, so she can create a fog cloud which will hide her from the view of opponents and thus escape with a Wind Step. She knows that her Hard to Kill power will not reliably save her life, so would rather flee as heal herself than risk feigned or actual death.

Cannibalistic Healing (Su)
Three times per day Bloodthirsty Suzie can heal herself by eating human flesh, with the following options: Cure 1d8+8 hit points of damage; Remove a poison or disease (but not any damage caused by the condition); Restore 1d4 points of ability damage; Restore 1 point of ability drain or Restore one drained energy level. Suzie can spend a standard action and heal one pick from the previous list, or spend two rounds while eating five or more ounces of flesh to heal two picks, which may be same. Cannibalistic Healing can not cure damage caused by enchanted weapons made of bone or horn.

Curse of the Windigo (Su)
Bloodthirsty Suzie can transform other Humanoids into windigo cursed by feeding them the flesh of those she's killed. See the windigo cursed template for details.

Evasion (Ex)
If Bloodthirsty Suzie makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion does not work if she is helpless or wearing medium armour or heavier.

Fast Healing (Ex)
Bloodthirsty Suzie's fast healing does not heal injuries inflicted by acid, fire, divine energy or enchanted weapons made of bone or horn.

Favoured Enemy (Ex)
Bloodthirsty Suzie gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the Humanoid (human) type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

Frightful Gaze (Su)
By spending a standard action, Bloodthirsty Suzie can make a 30 ft range gaze attack. A single victim she focuses on must make a Will save against DC 15 or be stunned for 1d4 round then panicked for 1d4 rounds, if they have 4 or fewer Hit Dice, or frightened for 2d4 rounds if they have 5 or more Hit Dice. If the focal victim makes the save but has fewer than 8 Hit Dice they are shaken for 2d4 rounds. All other creatures within the gaze attack who have fewer than 8 Hit Dice must also make Will saving throws or be frightened for 2d4 rounds, if they possess 2 or fewer Hit Dice, or shaken for 2d4 rounds, if they possess 3 or more Hit Dice. The save DC is Charisma-based.

Hard To Kill (Ex)
If Bloodthirst Suzie takes damage sufficient to kill her she is entitled to a level check (1d20+8) against DC 13 to avoid dying, merely masquerading as a corpse instead. She will feigns death until her Fast Healing brings them to a positive hit point score. A deathwatch spell can determine whether a windigo cursed has been truly killed, as can a DC 20 Heal skill check.

Hard to Kill will not function if Suzie received a fatal level of damage from attacks a windigo cursed's Fast Healing can not cure – i.e. she's permanently dead if she has 59 or more hit points of damage from acid, fire, divine energy or enchanted weapons made of bone or horn.

Mania (Ex)
A windigo cursed is immune to mind-affecting powers, including enchantment magic. Any mind-reading ability used upon Bloodthirsty Suzie will only read an insatiable lust for human flesh.

Taint of Evil (Ex)
Anyone encountering Bloodthirsty Suzie is entitled to make a Sense Motive check against her Bluff check, or a Wisdom check against a DC 20 (+8 if they possess the Scent ability) if the chance of success is better. Those making this check instinctively know Suzie is some form of psychopath or monster.

Trap Sense (Ex)
Suzie possesses an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Wild Empathy (Ex)
Bloodthirsty Suzie can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. She rolls 1d20+4 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. If the animal senses her Taint of Evil (see above) it will likely have an attitude one step worse, to Hostile or Unfriendly. The wild empathy check is Charisma-based.

Wind Step (Su)
As a full round action, Bloodthirsty Suzie can move 200 feet in invisible, gaseous form by walking or flying with good manoeuvrability, travelling between any two points which are not being observed by a non-windigo. A medium load (59-116 lbs) reduces the movement to 140 feet and average manoeuvrability, 100 feet and poor manoeuvrability for a Heavy load (117-175 lbs), and 40 feet and clumsy manoeuvrability for a Dragged load (up to 875 lbs). She can wind step up to 160,000 feet at a speed of 200 feet per round by spending two uses of Wind Step, provided she is carrying no more than a Light load.

Wind Step is not hindered by anti-teleportation effects. A wind step can not be performed if Suzie is paralysed or otherwise incapable of movement, although she can use the power to escape from physical restraints such as manacles by making an Escape Artist check with a +20 competence bonus.

Possessions
Bloodthirsty suzie has standard treasure for her Challenge Rating (3400 gp), mostly in the form of equipment.

Combat/adventuring gear: +1 composite longbow (+2 Str bonus) with 40 arrows, +1 chainshirt, kukri, longsword, vial of oil of magic weapon, masterwork thieves tools, 2 smokesticks, thunderstone and masterwork manacles.
Personal equipment: traveller's outfit, a whistle in her right breast pocket, flint and steel and 2 sewing needles in her left breast pocket, and a beltpouch containing 2 sacks, a whetstone, 25 ounces of dried human flesh [enough for Suzie to use Cannibalistic Healing five times] plus 6pp, 13gp, 14 sp and 9cp.

The above equipment is worth 3,374.5 gold pieces and weighs 56 pounds, within the 58lb Light load limit of Suzie's 14 Strength. In addition, she has a backpack with the following:

Backpack: backpack, silk rope, winter blanket, waterskin, 12 days trail rations and 5 pounds of dried human flesh [enough for Suzie to use Cannibalistic Healing sixteen times]

With the backpack, the total value rises to 3,400 gold pieces and 87 pounds weight, a Medium load, which reduces her movement to 30 ft.. Note that Suzie normally carries enough "special rations" to last her a week.

On occasions when Suzie wishes to carry her silk rope and retain a Light load, she usually drops either half her arrows or her belt pouch and its contents, after moving 2 portions of dried flesh into her pockets.
 

Cleon

Legend
I guess I'd better give you a few words of explanation about these windigos. When I wrote up the Snow Wasset entry, I came up with the idea of them porpoising through the snow, leaving a trail that resembles giant footprints, and that led to the idea that certain eponymous D&D sages may claim this is the source of the windigo legend.

Naturally, I could not let this pass without statting up said invisible flying flesh-eating giants, but that got me thinking. There are all kinds of versions of these monsters in legend and popular media, many contradictory. So, rather than trying to shoe-horn as many of these as I could fit into one kind of windigo, I decided to create a family of monsters to cover most of the bases.

The Windigo Cursed is the closest in concept to the traditional windigo, a monster that looks human but is really a horrible cannibal. Most of its abilities were cribbed of the film Ravenous, plus assorted serial killer B-movie clichés (e.g. the way Jason Voorhes moves from one place to another in an impossible fashion when nobody can see them, aka the "off screen teleport", and how everyone runs away when they see one except for the designated victim plus, of course, how you can apparently kill one and it just gets up again)

The Windigo Beast covers the "hairy monster" form of the Windigo. It owes a lot of its concept to the wendigo (sic) in the Hellboy comics, with the Boreal Powers are cribbed from folklore about windigos.

As for the Windigo Giant, I would hope that's pretty obvious in its inspiration - it's basically a less-powerful version of Call of Cthulhu's Ithaqua The Wind Walker, and owes quite a lot to Algernon Blackwood's The Wendigo.

I'm pretty happy with the stats, although I'm a bit worried that the Wendigo Giant's Challenge Rating is a bit too low. It has a Con Drain attack and an awful lot on immunities. Still, it's no tougher than some fiends about that CR, and is quite vulnerable to fire attacks, which would be an obvious line of attack by adventurers who encounter one.
 

freyar

Extradimensional Explorer
That's a lot of windigos! Actually, what with a Pathfinder version, a 3.X version in one of the MMs I think, and various others throughout D&D history that Echohawk's noticed, windigos/wendigos are really popular. For good reason, too. ;)
 

Cleon

Legend
That's a lot of windigos! Actually, what with a Pathfinder version, a 3.X version in one of the MMs I think, and various others throughout D&D history that Echohawk's noticed, windigos/wendigos are really popular. For good reason, too. ;)

Ta Freyar, I haven't seen any of the versions you've mentioned, which of my three windigos are they closest to? The Pathfinder wendigo is probably in my RPG collection somewhere and I just haven't read it yet.

As a result, the three versions I've posted aren't based on any other D&D windigo. The Windigo Beast used an Ogre/Ogre Magi as the foundation, while I copied the SRD template for the Vampire to start work on the Windigo Cursed. The Windigo Giant was built more or less completely from scratch.

Anyhows, I'm near to getting stuck for ideas as to what to do next, I've statted up all the Lumberjack Critters that really grabbed my imagination (e.g. which looked amusing and well suited for inflicting a horrible fate upon Player Characters). I've got the outline for one more creature that is mentioned many times in Lumberjack tales as being a particular plague, although it's one you may not expect!

Apart from that, are there any particular critters anyone out there would care to see my stab at statting up - Billdads? Hoop Snakes? Splinter Cats? There are still quite a few dangerous critters left.
 


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