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Fearsome Critters from Lumberjack Tales
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<blockquote data-quote="Cleon" data-source="post: 4602043" data-attributes="member: 57383"><p><strong>Fearsome Critters from Lumberjack Tales - The Windigo Cursed</strong></p><p></p><p><span style="font-size: 10px"><span style="font-size: 15px"><strong><span style="font-family: 'Arial'">Windigo Cursed</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Windigo cursed retain any languages the knew before becoming cursed.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Creating a Windigo Cursed</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Size and Type</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Hit Dice</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Speed</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Armour Class</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">The base creature's natural armour bonus improves by +2.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Attacks</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Special Abilities</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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:</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Hit Dice Special Qualities</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">2-3 HD - Cannibalistic healing, curse of the windigo, mania, taint of evil [<em>unless Small</em>]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">4-5</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> HD -</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> Endure elements, frightful gaze, immunities</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">6-7</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> HD -</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> Cold resistance 5, fast healing 1, hard to kill</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">8-9</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> HD -</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> Cold resistance 10, fast healing 3, wind step (3/day)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">10+</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> HD -</span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"> Defy death, fast healing 5, wind step (5/day)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Special Attacks</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">A windigo cursed retains all the special attacks of the base creature and gains the Frightful Gaze attack, described below.<strong><em></em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em></em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Frightful Gaze (Su)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <strong>stunned</strong> for 1d4 round then <strong>panicked</strong> for 1d4 rounds, if the victim possesses 5 or more Hit Dice they are merely <strong>frightened</strong> for 2d4 rounds. A victim who makes the save, but has fewer Hit Dice than the windigo, is <strong>shaken</strong> 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 <strong>frightened</strong> for 2d4 rounds, if they possess 2 or fewer Hit Dice, or <strong>shaken</strong> for 2d4 rounds, if they possess 3 or more Hit Dice.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">The Frightful Gaze save has a DC of 10 + ½ windigo cursed’s Hit Dice + windigo cursed’s Cha modifier.</span><strong><span style="font-family: 'Arial'"><span style="font-size: 12px">Special Qualities</span></span></strong></span></p><p><span style="font-size: 10px"><strong><span style="font-family: 'Arial'"></span><em><span style="font-family: 'Arial'"></span></em></strong></span></p><p><span style="font-size: 10px"><strong><em><span style="font-family: 'Arial'">Cannibalistic Healing (Su)</span></em></strong><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">A windigo cursed can use Cannibalistic Healing even when stunned or paralysed, although it must be fed by another.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Cannibalistic healing can do any of the following:</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Cure 1d8 hit points of damage, plus 1 hit point per Hit Dice of the windigo cursed.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Remove a poison or disease, but not any damage caused by the condition.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Remove stun or paralysis. (a windigo cursed with 4+ HD is immune to these conditions.)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Restore 1d4 points of ability damage.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Restore 1 point of ability drain.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● Restore one drained energy level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">● 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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <strong>or</strong> cure 2d8 plus 2×HD hit points), while a windigo cursed with 10 or more Hit Dice has three picks.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Curse of the Windigo (Su)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>remove curse</em> will abolish the Curse of the Windigo.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Once the Curse has transformed the victim into a windigo it is much harder to remove, first the <em>remove curse</em> 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 <em>atonement</em> spell with suitable penance. If the curse victim uses its Cannibalistic Healing power before it is removed through <em>atonement</em> the curse will completely re-establish itself and the victim regains all of the traits of a windigo cursed.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">A <em>miracle</em> or <em>wish</em> spell will completely restore a windigo cursed back to its base creature.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Darkvision (Ex)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">All windigo cursed gain darkvision out to 60 feet.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Defy Death (Su)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>raise dead</em> 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 <em>raise dead</em>, the windigo's body must be reasonably intact, so Defy Death does not function if their corpse is decapitated, heartless or burnt to ashes.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Endure Elements (Ex)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>endure elements</em>, except the windigo's equipment is not protected.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Fast Healing (Ex)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Hard to Kill (Ex)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>feigns death</em> until their Fast Healing brings them to a positive hit point score. A <em>deathwatch</em> spell can determine whether a windigo cursed has been truly killed, as can a DC 20 Heal skill check.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Immunities (Ex)</em></strong>A windigo cursed with 4 or more Hit Dice possesses immunity to polymorph, paralysis and stunning.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Mania (Ex)</em></strong>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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Taint of Evil (Ex)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Windigo cursed of Small size do not bear the Taint of Evil.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Windigo cursed also register as Evil to <em>detect evil</em> spells and similar abilities, due to their Evil subtype.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong><em>Wind Step (Su)</em></strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Abilities</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Skills</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Feats</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Windigo cursed gain Track as a bonus feat.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Environment</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Organization</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Solitary, pair, gang (3-5), or troupe (2-12)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Challenge Rating</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Same as the base creature +2 for Small or Medium-sized windigo cursed, +3 for Large-sized windigo cursed.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Treasure</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Standard</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Alignment</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Always evil (any)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">The alignment of the base creature changes to evil, retaining any lawful or chaotic component it may possess.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Advancement</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">By character class.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Level Adjustment</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Same as the base creature +3.<span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="font-size: 12px"></span> </span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Lore</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>DC 15</strong> - 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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>DC 20</strong> - 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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>DC 25</strong> - 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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><strong><span style="font-family: 'Arial'"><span style="font-size: 15px">Sample Windigo Cursed</span></span></strong></span></p><p><span style="font-size: 10px"><strong><span style="font-family: 'Arial'"></span></strong><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-family: 'Arial'"><span style="font-size: 12px">Bloodthirsty Suzie</span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><strong><span style="font-family: 'Arial'">Windigo Cursed, 3rd level Rogue/3rd level Ranger</span></strong><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Medium Monstrous Humanoid (Evil, Human)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Hit</strong> <strong>Dice:</strong> 2d8+3d6+3d8+16 (49 hp)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Initiative:</strong> +3</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Speed:</strong> 40 ft. (8 squares)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Armor</strong> <strong>Class:</strong> 20 (+3 Dex, +2 natural, +5 <em>+1 chain shirt</em>), touch 13, flat-footed 17 [<em>Trap Sense gives +1 dodge versus traps for AC 21, touch 14, flat-footed 17</em>]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Base</strong> <strong>Attack/Grapple:</strong> +7/+9</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Attack:</strong> Longsword +10 melee (1d8+2/19-20) or kukri +9 melee (1d4+2/18-20) or <em>+1 composite longbow</em> (+2 Str bonus) +11 ranged (1d8+3/×3)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Full</strong> <strong>Attack:</strong> 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) <strong>and</strong> kukri +7/+2 melee (1d4+1/18-20)[<em>with Improved Two-Weapon Fighting</em>] or <em>+1 composite longbow</em> (+2 Str bonus) +11/+6 ranged (1d8+3/×3)[<em>ranged +9/+9/+4 with Rapid Fire</em>]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">[<em>+2 weapon damage versus humans due to favoured enemy</em>]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Space/Reach:</strong> 5 ft./ 5 ft.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Special</strong> <strong>Attacks:</strong> combat style (archery), favoured enemy (human), frightful gaze, sneak attack +2d6</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Special</strong> <strong>Qualities:</strong> Cannibalistic healing, cold resistance 10, darkvision 60 ft., curse of the windigo, endure elements, evasion, fast healing 3, hard to kill, immunities [<em>paralysis, polymorph, stun</em>], mania [<em>immune to mind-affecting & mind-reading</em>], taint of evil, trapfinding, trap sense +1, wild empathy, wind step [<em>3/day</em>]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Saves:</strong> Fort +6, Ref +12 [<em>+13 versus traps</em>], Will +6</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Abilities:</strong> Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 12</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Skills:</strong> Bluff +14*, Craft (trapmaking) +10, Disable Device +7, Escape Artist +5† [<em>+25</em>†<em> to wind-step out of restraints</em>], Hide +15†, Listen +14*, Move Silently +15†, Search +11, Sense Motive +11*, Spot +14*, Survival +11*</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">[<em>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 </em>+1 chainshirt]</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Feats:</strong> EnduranceB, Improved Two-Weapon Fighting, Rapid ShotB(combat style), TrackB, Two-Weapon Fighting, Weapon Focus (Longsword)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Environment:</strong> Any land</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Organization:</strong> Solitary, pair, gang (3-5), or troupe (2-12)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Challenge</strong> <strong>Rating:</strong> 8</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Treasure:</strong> Standard (including <em>+1 chainshirt</em>, <em>+1 composite longbow</em>, <em>oil of magic weapon</em>, 2 smokesticks and thunderstone plus other equipment – see possessions, below)</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Alignment:</strong> Chaotic Evil</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Advancement:</strong> By character class</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Level</strong> <strong>Adjustment:</strong> +3</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Bloodthirsty Suzie is 5'3" tall and weighs 120 pounds.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Combat</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>oil of magic weapon</em>. 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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Cannibalistic Healing (Su)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Curse of the Windigo (Su)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Evasion (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Fast Healing (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Bloodthirsty Suzie's fast healing does not heal injuries inflicted by acid, fire, divine energy or enchanted weapons made of bone or horn.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Favoured Enemy (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Frightful Gaze (Su)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Hard To Kill (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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 <em>feigns death</em> until her Fast Healing brings them to a positive hit point score. A <em>deathwatch</em> spell can determine whether a windigo cursed has been truly killed, as can a DC 20 Heal skill check.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Mania (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Taint of Evil (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Trap Sense (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Wild Empathy (Ex)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Wind Step (Su)</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span><span style="font-size: 12px"><strong><span style="font-family: 'Arial'">Possessions</span></strong></span><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Bloodthirsty suzie has standard treasure for her Challenge Rating (3400 gp), mostly in the form of equipment.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Combat/adventuring gear:</strong> <em>+1 composite longbow</em> (+2 Str bonus) with 40 arrows, <em>+1 chainshirt</em>, kukri, longsword, vial of <em>oil of magic weapon</em>, masterwork thieves tools, 2 smokesticks, thunderstone and masterwork manacles.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Personal equipment:</strong> 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 [<em>enough for Suzie to use Cannibalistic Healing five times</em>] plus 6pp, 13gp, 14 sp and 9cp.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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:</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Backpack:</strong> backpack, silk rope, winter blanket, waterskin, 12 days trail rations and 5 pounds of dried human flesh [<em>enough for Suzie to use Cannibalistic Healing sixteen times]</em></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 4602043, member: 57383"] [b]Fearsome Critters from Lumberjack Tales - The Windigo Cursed[/b] [SIZE=2][SIZE=4][B][FONT=Arial]Windigo Cursed[/FONT][/B][/SIZE][FONT=Arial] 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. [SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Creating a Windigo Cursed[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Size and Type[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Hit Dice[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Speed[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Armour Class[/FONT][/B][/SIZE][FONT=Arial] The base creature's natural armour bonus improves by +2. [/FONT][SIZE=3][B][FONT=Arial]Attacks[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Special Abilities[/FONT][/B][/SIZE][FONT=Arial] 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: [B]Hit Dice Special Qualities[/B] 2-3 HD - Cannibalistic healing, curse of the windigo, mania, taint of evil [[I]unless Small[/I]] 4-5[/FONT][/SIZE][SIZE=2][FONT=Arial] HD -[/FONT][/SIZE][SIZE=2][FONT=Arial] Endure elements, frightful gaze, immunities 6-7[/FONT][/SIZE][SIZE=2][FONT=Arial] HD -[/FONT][/SIZE][SIZE=2][FONT=Arial] Cold resistance 5, fast healing 1, hard to kill 8-9[/FONT][/SIZE][SIZE=2][FONT=Arial] HD -[/FONT][/SIZE][SIZE=2][FONT=Arial] Cold resistance 10, fast healing 3, wind step (3/day) 10+[/FONT][/SIZE][SIZE=2][FONT=Arial] HD -[/FONT][/SIZE][SIZE=2][FONT=Arial] Defy death, fast healing 5, wind step (5/day) [/FONT][SIZE=3][B][FONT=Arial]Special Attacks[/FONT][/B][/SIZE][FONT=Arial] A windigo cursed retains all the special attacks of the base creature and gains the Frightful Gaze attack, described below.[B][I] Frightful Gaze (Su)[/I][/B] 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 [B]stunned[/B] for 1d4 round then [B]panicked[/B] for 1d4 rounds, if the victim possesses 5 or more Hit Dice they are merely [B]frightened[/B] for 2d4 rounds. A victim who makes the save, but has fewer Hit Dice than the windigo, is [B]shaken[/B] 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 [B]frightened[/B] for 2d4 rounds, if they possess 2 or fewer Hit Dice, or [B]shaken[/B] 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.[/FONT][B][FONT=Arial][SIZE=3]Special Qualities[/SIZE] [/FONT][I][FONT=Arial] Cannibalistic Healing (Su)[/FONT][/I][/B][FONT=Arial] 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 [B]or[/B] 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. [B][I]Curse of the Windigo (Su)[/I][/B] 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 [I]remove curse[/I] 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 [I]remove curse[/I] 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 [I]atonement[/I] spell with suitable penance. If the curse victim uses its Cannibalistic Healing power before it is removed through [I]atonement[/I] the curse will completely re-establish itself and the victim regains all of the traits of a windigo cursed. A [I]miracle[/I] or [I]wish[/I] 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. [B] [I]Darkvision (Ex)[/I][/B] All windigo cursed gain darkvision out to 60 feet. [B][I]Defy Death (Su)[/I][/B] 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 [I]raise dead[/I] 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 [I]raise dead[/I], the windigo's body must be reasonably intact, so Defy Death does not function if their corpse is decapitated, heartless or burnt to ashes. [B][I]Endure Elements (Ex)[/I][/B] 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 [I]endure elements[/I], except the windigo's equipment is not protected. [B][I]Fast Healing (Ex)[/I][/B] 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. [B][I]Hard to Kill (Ex)[/I][/B] 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 [I]feigns death[/I] until their Fast Healing brings them to a positive hit point score. A [I]deathwatch[/I] 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. [B][I]Immunities (Ex)[/I][/B]A windigo cursed with 4 or more Hit Dice possesses immunity to polymorph, paralysis and stunning. [B][I]Mania (Ex)[/I][/B]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. [B][I]Taint of Evil (Ex)[/I][/B] 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 [I]detect evil[/I] spells and similar abilities, due to their Evil subtype. [B][I]Wind Step (Su)[/I][/B] 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. [/FONT][SIZE=3][B][FONT=Arial]Abilities[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Skills[/FONT][/B][/SIZE][FONT=Arial] 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. [/FONT][SIZE=3][B][FONT=Arial]Feats[/FONT][/B][/SIZE][FONT=Arial] Windigo cursed gain Track as a bonus feat. [/FONT][SIZE=3][B][FONT=Arial]Environment[/FONT][/B][/SIZE][FONT=Arial] 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. [SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Organization[/FONT][/B][/SIZE][FONT=Arial] Solitary, pair, gang (3-5), or troupe (2-12) [/FONT][SIZE=3][B][FONT=Arial]Challenge Rating[/FONT][/B][/SIZE][FONT=Arial] Same as the base creature +2 for Small or Medium-sized windigo cursed, +3 for Large-sized windigo cursed. [/FONT][SIZE=3][B][FONT=Arial]Treasure[/FONT][/B][/SIZE][FONT=Arial] Standard [SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Alignment[/FONT][/B][/SIZE][FONT=Arial] Always evil (any) The alignment of the base creature changes to evil, retaining any lawful or chaotic component it may possess. [SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Advancement[/FONT][/B][/SIZE][FONT=Arial] By character class. [SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Level Adjustment[/FONT][/B][/SIZE][FONT=Arial] Same as the base creature +3.[SIZE=3] [/SIZE] [/FONT][SIZE=3][B][FONT=Arial]Lore[/FONT][/B][/SIZE][FONT=Arial] [B]DC 15[/B] - 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. [B]DC 20[/B] - 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. [B]DC 25[/B] - 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. [/FONT][B][FONT=Arial][SIZE=4]Sample Windigo Cursed[/SIZE] [/FONT][/B][FONT=Arial] [/FONT][FONT=Arial][SIZE=3]Bloodthirsty Suzie[/SIZE] [/FONT][B][FONT=Arial]Windigo Cursed, 3rd level Rogue/3rd level Ranger[/FONT][/B][FONT=Arial] Medium Monstrous Humanoid (Evil, Human) [B]Hit[/B] [B]Dice:[/B] 2d8+3d6+3d8+16 (49 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 40 ft. (8 squares) [B]Armor[/B] [B]Class:[/B] 20 (+3 Dex, +2 natural, +5 [I]+1 chain shirt[/I]), touch 13, flat-footed 17 [[I]Trap Sense gives +1 dodge versus traps for AC 21, touch 14, flat-footed 17[/I]] [B]Base[/B] [B]Attack/Grapple:[/B] +7/+9 [B]Attack:[/B] Longsword +10 melee (1d8+2/19-20) or kukri +9 melee (1d4+2/18-20) or [I]+1 composite longbow[/I] (+2 Str bonus) +11 ranged (1d8+3/×3) [B]Full[/B] [B]Attack:[/B] 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) [B]and[/B] kukri +7/+2 melee (1d4+1/18-20)[[I]with Improved Two-Weapon Fighting[/I]] or [I]+1 composite longbow[/I] (+2 Str bonus) +11/+6 ranged (1d8+3/×3)[[I]ranged +9/+9/+4 with Rapid Fire[/I]] [[I]+2 weapon damage versus humans due to favoured enemy[/I]] [B]Space/Reach:[/B] 5 ft./ 5 ft. [B]Special[/B] [B]Attacks:[/B] combat style (archery), favoured enemy (human), frightful gaze, sneak attack +2d6 [B]Special[/B] [B]Qualities:[/B] Cannibalistic healing, cold resistance 10, darkvision 60 ft., curse of the windigo, endure elements, evasion, fast healing 3, hard to kill, immunities [[I]paralysis, polymorph, stun[/I]], mania [[I]immune to mind-affecting & mind-reading[/I]], taint of evil, trapfinding, trap sense +1, wild empathy, wind step [[I]3/day[/I]] [B]Saves:[/B] Fort +6, Ref +12 [[I]+13 versus traps[/I]], Will +6 [B]Abilities:[/B] Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 12 [B]Skills:[/B] Bluff +14*, Craft (trapmaking) +10, Disable Device +7, Escape Artist +5† [[I]+25[/I]†[I] to wind-step out of restraints[/I]], Hide +15†, Listen +14*, Move Silently +15†, Search +11, Sense Motive +11*, Spot +14*, Survival +11* [[I]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 [/I]+1 chainshirt] [B]Feats:[/B] EnduranceB, Improved Two-Weapon Fighting, Rapid ShotB(combat style), TrackB, Two-Weapon Fighting, Weapon Focus (Longsword) [B]Environment:[/B] Any land [B]Organization:[/B] Solitary, pair, gang (3-5), or troupe (2-12) [B]Challenge[/B] [B]Rating:[/B] 8 [B]Treasure:[/B] Standard (including [I]+1 chainshirt[/I], [I]+1 composite longbow[/I], [I]oil of magic weapon[/I], 2 smokesticks and thunderstone plus other equipment – see possessions, below) [B]Alignment:[/B] Chaotic Evil [B]Advancement:[/B] By character class [B]Level[/B] [B]Adjustment:[/B] +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. [/FONT][SIZE=3][B][FONT=Arial]Combat[/FONT][/B][/SIZE][FONT=Arial] 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 [I]oil of magic weapon[/I]. 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. [B]Cannibalistic Healing (Su)[/B] 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. [B]Curse of the Windigo (Su)[/B] 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. [B]Evasion (Ex)[/B] 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. [B]Fast Healing (Ex)[/B] Bloodthirsty Suzie's fast healing does not heal injuries inflicted by acid, fire, divine energy or enchanted weapons made of bone or horn. [B]Favoured Enemy (Ex)[/B] 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. [B]Frightful Gaze (Su)[/B] 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. [B]Hard To Kill (Ex)[/B] 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 [I]feigns death[/I] until her Fast Healing brings them to a positive hit point score. A [I]deathwatch[/I] 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. [B]Mania (Ex)[/B] 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. [B]Taint of Evil (Ex)[/B] 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. [B]Trap Sense (Ex)[/B] 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. [B]Wild Empathy (Ex)[/B] 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. [B]Wind Step (Su)[/B] 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. [/FONT][SIZE=3][B][FONT=Arial]Possessions[/FONT][/B][/SIZE][FONT=Arial] Bloodthirsty suzie has standard treasure for her Challenge Rating (3400 gp), mostly in the form of equipment. [B]Combat/adventuring gear:[/B] [I]+1 composite longbow[/I] (+2 Str bonus) with 40 arrows, [I]+1 chainshirt[/I], kukri, longsword, vial of [I]oil of magic weapon[/I], masterwork thieves tools, 2 smokesticks, thunderstone and masterwork manacles. [B]Personal equipment:[/B] 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 [[I]enough for Suzie to use Cannibalistic Healing five times[/I]] 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: [B]Backpack:[/B] backpack, silk rope, winter blanket, waterskin, 12 days trail rations and 5 pounds of dried human flesh [[I]enough for Suzie to use Cannibalistic Healing sixteen times][/I] 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.[/FONT][/SIZE] [/QUOTE]
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