Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Things from my setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Obly99" data-source="post: 9404209" data-attributes="member: 7035194"><p>Template Wendigo with some abilities from the Mythic version of the Legendary Games</p><p></p><h3 style="text-align: center"><span style="font-size: 26px">Wendigo (CR +3)</span></h3><p></p><p>"Wendigo" is an acquired template that can be applied to a corporeal, living creature with an intelligence score of 5 or more that has committed an act of cannibalism. A wendigo uses all the base creature's statistics, except as noted below.</p><p></p><p><strong>CR</strong>: As base creature +3.</p><p></p><p><strong>Alignment:</strong> Usually chaotic evil. A creature turned into a wendigo is corrupted by the depraved acts it is forced to commit and by the foul energies of its curse.</p><p></p><p><strong>Type:</strong> The creature's type changes to outsider with the augmented, cold, and native subtypes. Do not recalculate class Hit Dice, BAB, or saves.</p><p></p><p><strong>Senses</strong>: A wendigo gains blindsight 60 ft., darkvision 60 ft., scent, and snow vision.</p><p></p><p><strong>Snow Vision (Ex)</strong></p><p>A wendigo can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a <em>sleet storm</em> spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +6 (if HD 5 or less), +8 (if HD 6 to 10), +10 (if HD 11+).</p><p></p><p><strong>Hit Dice:</strong> Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.</p><p></p><p><strong>Defensive Abilities:</strong> A wendigo gains <strong>DR</strong> 5/cold iron or magic (if HD 5 or less), 10/cold iron (if HD 6 to 10), or 15/cold iron and magic (if HD 11+), <strong>immunity</strong> to cold and fear, <strong>regeneration</strong> 5 (fire) (if HD 5 or less), 10 (fire) (if HD 6 to 10), or 15 (fire) (if HD 11+), <strong>SR</strong> 11 + its HD, and the following.</p><p></p><p><strong>Fallen Fetish (Su)</strong></p><p>Once per day, when a wendigo would be hit with a melee or ranged attack, it can use the withdraw action (see elusive below) as an immediate action, taking no damage from the attack and making a Stealth check as described in the ability. Meanwhile, it replaces itself at its former location with a quasi-real illusory duplicate that collapses and seemingly dies, crumbling into drifting snow and a scorched and blackened animal skull (Will disbelief) that persists for 1 minute and then likewise crumbles into snow. The first time that any creature touches or closely examines the skull it unleashes a screeching howl that functions as a <em>shatter</em> spell (CL equal to the wendigo HD, DC 10 + ½ wendigo’s HD + wendigo’s Cha modifier).</p><p></p><p><strong>Weakness:</strong> The wendigo gains <strong>vulnerability</strong> to fire.</p><p></p><p><strong>Speed:</strong> The creature lose the base land speed and unless the base creature flies better, the wendigo gains a supernatural fly speed 120 ft. (perfect).</p><p></p><p><strong>Melee:</strong> The wendigo gains a bite attack with the grab ability and two claws attacks. Damage depends on its size.</p><p></p><p><strong>Special Attacks:</strong> A wendigo retains all special attacks of its base form and gains the following. Save DCs are equal to 10 + ½ wendigo’s HD + wendigo’s Cha modifier unless otherwise noted.</p><p></p><p><strong>Cannibal Compulsion (Su)</strong></p><p>Once per day, as a swift action, a wendigo can curse a creature within 30 feet that is suffering from wendigo psychosis with an unquenchable physical and spiritual hunger for the flesh of its own kind for 1 minute (Will negates). On a failed Will save, the target can discern the presence of creatures of its own type as if it had the scent special quality and is compelled to attack the nearest such creature with bite attacks, to the exclusion of all other forms of attack. If it lacks a bite attack, its bite is considered an unarmed strike (provoking attacks of opportunity if it does not possess Improved Unarmed Strike) that inflicts slashing damage. The cursed creature gains the grab special attack with its bite against creatures of its own type. Its savage gnawing and tearing bites deal 1 point of Constitution bleed on a successful grapple check against a pinned creature. Each time the target kills a creature of its type, it receives a new saving throw to end the cannibal compulsion; however, the target is left sickened for 1 hour by the horror of the experience. This is a compulsion, curse, mind-affecting effect.</p><p></p><p><strong>Dream Haunting (Su)</strong></p><p>When a wendigo uses its <em>nightmare</em> spell-like ability, the victim is also exposed to Wendigo Psychosis.</p><p></p><p><strong>Howl (Ex)</strong></p><p>Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. At 16 HD, creatures that fail their save are also exposed to Wendigo Psychosis. This is a fear, mind-affecting effect.</p><p></p><p><strong>Hungry Cold (Su)</strong></p><p>A wendigo bite and claws attacks deals additional cold damage equal to 1d6 per 4 HD (minimum 1d6).</p><p></p><p><strong>Maddening Whispers (Su)</strong></p><p>Once per day, a wendigo may choose a victim within range of its telepathy to target with disturbing "whispers" or violent, flashing images of grotesque violence and cannibalism that only the victim can see and hear. These may include "warnings" that the victim's companions will turn on her, or that she must kill the others in order to survive. Images may include decomposing bodies of loved ones, or depict acts of violence against the victim's companions. The victim must make a Will save or take 1d4 Wisdom damage.</p><p></p><p><strong>Rend (Ex)</strong></p><p>If the wendigo hits with two claw attacks in 1 round against the damage target, it can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is equal to the damage caused by the wendigo claw attack plus 1-1/2 times the wendigo’s Strength bonus. Also, this attack deals 1d6 cold damage per 3 HD of the wendigo plus 1d4 Charisma damage.</p><p></p><p><strong>Wendigo Psychosis (Su)</strong></p><p>Curse—<strong>Nightmare or wind walk (and Howl at 16+ HD)</strong>; <em>save</em> Will DC 10 + ½ wendigo’s HD + wendigo’s Cha; <em>onset</em> 1 minute; <em>frequency</em> 1/day; <em>effect</em> 1d4 Wis drain (minimum Wis 1); <em>cure</em> 3 consecutive saves.</p><p>When a victim’s Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, only <em>miracle</em> or <em>wish</em> can remove this template. Once the transformation is completed the wendigo psychosis is removed from the creature and all Wisdom damage and drain caused by the curse and maddening whisperer is automatically cured.</p><p></p><p><strong>Wind Walk (Sp)</strong></p><p>If the wendigo pins a grappled foe, it can attempt to <em>wind walk</em> with the target by using its spell-like ability as a part of successfully pin the enemy—it automatically succeeds on all concentration checks made to use <em>wind walk</em>. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new save at the same DC to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis every round unless the wendigo decide otherwise.</p><p></p><p><strong>Spell-like Abilities:</strong> A wendigo may use <em>nightmare</em> 1/day and <em>wind walk</em> at will. A more powerful wendigo possesses additional abilities as noted on the table below.</p><p>Unless otherwise indicated, the ability is usable 1/day, using the wendigo’s HD as the caster level.</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>HD</strong></p> </td><td><p style="text-align: center"><strong>Spell-Like Abilities</strong></p> </td></tr><tr><td><p style="text-align: center">1-2</p> </td><td><p style="text-align: center"><em>Ghost sound</em> and <em>quench</em> at will</p> </td></tr><tr><td><p style="text-align: center">3-4</p> </td><td><p style="text-align: center"><em>Chill metal</em> 3/day,<em> fog cloud</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">5-6</p> </td><td><p style="text-align: center"><em>Gust of wind</em> 3/day, <em>sleet storm</em> 3/day, <em>wind wall</em></p> </td></tr><tr><td><p style="text-align: center">7-8</p> </td><td><p style="text-align: center"><em>Confusion </em>3/day, <em>river of wind</em>, <em>suggestion</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">9-10</p> </td><td><p style="text-align: center"><em>Commune with nature</em>, <em>ice storm</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">11-12</p> </td><td><p style="text-align: center"><em>Control winds</em> 3/day, <em>wind wall</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">13-14</p> </td><td><p style="text-align: center"><em>Control weather </em>(as a druid), <em>river of wind </em>3/day, <em>wall of ice</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">15-16</p> </td><td><p style="text-align: center"><em>Control weather </em>(as a druid) 3/day, <em>insanity</em></p> </td></tr><tr><td><p style="text-align: center">17-18</p> </td><td><p style="text-align: center"><em>Control winds</em> at will, <em>wind wall</em> at will</p> </td></tr><tr><td><p style="text-align: center">19+</p> </td><td><p style="text-align: center"><em>Wail of the banshee</em>, <em>whirlwind</em>, <em>winds of vengeance</em></p> </td></tr></table><p></p><p><strong>Special Qualities:</strong> If the base creature have the water subtype or is aquatic, the wendigo gain the amphibious special qualities. A wendigo retains all special qualities of the base creature, gains no breath, sound mimicry, and gains the following.</p><p></p><p><strong>Elusive (Ex)</strong></p><p>A wendigo is the stuff of legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. When using the withdraw action, the wendigo can move up to its run speed without leaving any trace of its passing and can make a Stealth check with a +20 circumstance bonus as part of this withdraw action, even with no cover or concealment or while directly observed. In addition, except when in combat, the wendigo is considered to be under the effects of a <em>nondetection</em> spell (CL equal to wendigo HD).</p><p></p><p><strong>Stormcloak (Ex)</strong></p><p>A wendigo ignore the effects of wind on movement, and is immune to winds caused by spells or supernatural effects unless it chooses to be affected by them.</p><p></p><p><strong>Abilities:</strong> A wendigo gains a +6 bonus to two ability scores of its choice, +4 bonus to other two ability scores of its choice, and +2 to the other two.</p><p></p><p><strong>Feat: </strong>A wendigo gain Deceitful, Endurance, Flyby Attack, Improved Initiative and Toughness as a bonus feats.</p><p></p><p><strong>Skills</strong>: Same as base creature, except the wendigo gains a +8 racial bonus to Bluff, Fly, Stealth and Survival checks. The wendigo also gains Bluff, Fly, Stealth and Survival as a class skills.</p><p></p><p><strong>Languages:</strong> A wendigo retains the languages it knew as a mortal and gains telepathy with a range of 1 mile.</p><p></p><p><strong>Variants</strong></p><p>Though wendigos are most often encountered in the northern climes of the world, these horrors of desperation and hunger can be found in virtually any area of desolation where starvation leads folk to partake in the taboo act of cannibalism.</p><p></p><p><strong>Bucca Wendigo (+2 CR)</strong></p><p>The wilds of the surface are not the only places where travelers can become trapped and resort to their bestial natures to survive. Legends tell of the spirits of lost explorers or trapped miners who haunt deep mine shafts and tunnels and tap the walls to herald collapses and other catastrophes. These wendigos lose the stormcloak ability and gain the earth subtype.</p><p></p><p>They gain a burrow speed of 20 feet and tremorsense 60 feet, their darkvision improved to 120 ft., their rend ability does Dexterity damage instead of Charisma damage, and their damage reduction is changed to 5/adamantine or magic (if HD 5 or less), 10/adamantine (if HD 6 to 10), or 15/adamantine and magic (if HD 11+), and replace the following spell-like ability:</p><p></p><p><em>Soften earth and stone</em> in place of <em>gust of wind</em>.</p><p></p><p><em>Stone call</em> in place of <em>sleet storm</em>.</p><p></p><p><em>Melt into stone</em> in place of <em>wind wall</em>.</p><p></p><p><em>Earth glide</em> in place of <em>river of wind</em>.</p><p></p><p><em>Move earth</em> in place of <em>control winds</em>.</p><p></p><p><em>Greater bind earth</em> in place of <em>control weather</em>.</p><p></p><p><em>Wall of stone</em> in place of <em>wall of ice</em>.</p><p></p><p><em>Earthquake</em> in place of <em>whirlwind</em>.</p><p></p><p>It also gains the following spell-like abilities</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>HD</strong></p> </td><td><p style="text-align: center"><strong>Spell-Like Abilities</strong></p> </td></tr><tr><td><p style="text-align: center">7-8</p> </td><td><p style="text-align: center"><em>Spike stones</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">9-10</p> </td><td><p style="text-align: center"><em>Transmute mud to rock</em> 3/day, <em>transmute rock to mud</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">11-12</p> </td><td><p style="text-align: center"><em>Passwall</em> 3/day</p> </td></tr></table><p></p><p><strong>Dust Wendigo (+2 CR)</strong></p><p>In the desert, where water is as rare as food, unwary or unfortunate travelers may find themselves raking the hot sands for anything that can pass for edible. It is during these scorching days and freezing nights in the vast desert that dust wendigos inhabit creatures that succumb to wendigo psychosis. These foolhardy, jackal-headed beasts combine the ravenous savagery of wendigos with the stinging, wind-blown sand of desert wastelands, and plague the dreams of desert nomads and even resident jann or other genie-kin.</p><p></p><p>These wendigo lose their cold subtype, instead gaining the fire and air subtypes (losing immunity to cold and vulnerability to fire for immunity to fire and vulnerability to cold). In addition, their regeneration is halted by cold damage instead of fire damage, they deal fire damage with their bite and claw attacks and rend instead of cold damage (hungry cold is renamed hungry desert), and replace the following spell-like ability:</p><p></p><p><em>Heat metal</em> in place of <em>chill metal</em>.</p><p></p><p><em>Cup of dust</em> in place of <em>sleet storm</em>.</p><p></p><p><em>Volcanic storm</em> in place of <em>ice storm</em>.</p><p></p><p><em>Wall of fire</em> in place of <em>wall of ice</em>.</p><p></p><p>It also gains the following spell-like abilities</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>HD</strong></p> </td><td><p style="text-align: center"><strong>Spell-Like Abilities</strong></p> </td></tr><tr><td><p style="text-align: center">3-4</p> </td><td><p style="text-align: center"><em>Shifting sand</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">9-10</p> </td><td><p style="text-align: center"><em>Sirocco</em> 3/day, <em>shifting sand</em> at will</p> </td></tr><tr><td><p style="text-align: center">13-14</p> </td><td><p style="text-align: center"><em>Dust form</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">15-16</p> </td><td><p style="text-align: center"><em>Sunbeam</em></p> </td></tr><tr><td><p style="text-align: center">17-18</p> </td><td><p style="text-align: center"><em>Horrid wilting,</em> <em>sunburst</em></p> </td></tr><tr><td><p style="text-align: center">19+</p> </td><td><p style="text-align: center"><em>Sea of dust</em></p> </td></tr></table><p></p><p>A dust wendigo replace snow vision with desert vision.</p><p></p><p><strong>Desert Vision (Ex)</strong></p><p>A dust wendigo is immune to the blinding and dazzling effect of the desert and to the damage of natural sandstorm. It can also see perfectly well in sandstorms, regardless of whether they are natural or supernatural (like a <em>scouring winds</em> spell), and does not take penalties on Perception checks when in sandstorm conditions, as well as concealment due to sand.</p><p></p><p><strong>Void Wendigo (+1 CR)</strong></p><p>In the vast expanses of inky blackness between the stars, the area known as the Dark Tapestry, there wait immeasurably patient wendigos of dark origins, inhabiting the bodies of cannibalistic victims of interstellar travel gone awry. Void wendigos float in a stony stasis awaiting the rare traveler to happen upon them and inspire them to wake from their frozen sleep to once again feed and spread madness.</p><p></p><p>Void wendigos possess lifesense 60 feet and gain the following spell-like abilities:</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>HD</strong></p> </td><td><p style="text-align: center"><strong>Spell-Like Abilities</strong></p> </td></tr><tr><td><p style="text-align: center">3-4</p> </td><td><p style="text-align: center"><em>Statue</em> 3/day</p> </td></tr><tr><td><p style="text-align: center">9-10</p> </td><td><p style="text-align: center"><em>Greater teleport</em> 3/day, <em>statue</em> at will</p> </td></tr><tr><td><p style="text-align: center">17-18</p> </td><td><p style="text-align: center"><em>Greater teleport</em> at will</p> </td></tr></table><p></p><p>A void wendigo replace snow vision with see in darkness.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9404209, member: 7035194"] Template Wendigo with some abilities from the Mythic version of the Legendary Games [HEADING=2][CENTER][SIZE=7]Wendigo (CR +3)[/SIZE][/CENTER][/HEADING] "Wendigo" is an acquired template that can be applied to a corporeal, living creature with an intelligence score of 5 or more that has committed an act of cannibalism. A wendigo uses all the base creature's statistics, except as noted below. [B]CR[/B]: As base creature +3. [B]Alignment:[/B] Usually chaotic evil. A creature turned into a wendigo is corrupted by the depraved acts it is forced to commit and by the foul energies of its curse. [B]Type:[/B] The creature's type changes to outsider with the augmented, cold, and native subtypes. Do not recalculate class Hit Dice, BAB, or saves. [B]Senses[/B]: A wendigo gains blindsight 60 ft., darkvision 60 ft., scent, and snow vision. [B]Snow Vision (Ex)[/B] A wendigo can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a [I]sleet storm[/I] spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow. [B]Armor Class:[/B] Natural armor improves by +6 (if HD 5 or less), +8 (if HD 6 to 10), +10 (if HD 11+). [B]Hit Dice:[/B] Change all racial Hit Dice to d10s. Class Hit Dice are unaffected. [B]Defensive Abilities:[/B] A wendigo gains [B]DR[/B] 5/cold iron or magic (if HD 5 or less), 10/cold iron (if HD 6 to 10), or 15/cold iron and magic (if HD 11+), [B]immunity[/B] to cold and fear, [B]regeneration[/B] 5 (fire) (if HD 5 or less), 10 (fire) (if HD 6 to 10), or 15 (fire) (if HD 11+), [B]SR[/B] 11 + its HD, and the following. [B]Fallen Fetish (Su)[/B] Once per day, when a wendigo would be hit with a melee or ranged attack, it can use the withdraw action (see elusive below) as an immediate action, taking no damage from the attack and making a Stealth check as described in the ability. Meanwhile, it replaces itself at its former location with a quasi-real illusory duplicate that collapses and seemingly dies, crumbling into drifting snow and a scorched and blackened animal skull (Will disbelief) that persists for 1 minute and then likewise crumbles into snow. The first time that any creature touches or closely examines the skull it unleashes a screeching howl that functions as a [I]shatter[/I] spell (CL equal to the wendigo HD, DC 10 + ½ wendigo’s HD + wendigo’s Cha modifier). [B]Weakness:[/B] The wendigo gains [B]vulnerability[/B] to fire. [B]Speed:[/B] The creature lose the base land speed and unless the base creature flies better, the wendigo gains a supernatural fly speed 120 ft. (perfect). [B]Melee:[/B] The wendigo gains a bite attack with the grab ability and two claws attacks. Damage depends on its size. [B]Special Attacks:[/B] A wendigo retains all special attacks of its base form and gains the following. Save DCs are equal to 10 + ½ wendigo’s HD + wendigo’s Cha modifier unless otherwise noted. [B]Cannibal Compulsion (Su)[/B] Once per day, as a swift action, a wendigo can curse a creature within 30 feet that is suffering from wendigo psychosis with an unquenchable physical and spiritual hunger for the flesh of its own kind for 1 minute (Will negates). On a failed Will save, the target can discern the presence of creatures of its own type as if it had the scent special quality and is compelled to attack the nearest such creature with bite attacks, to the exclusion of all other forms of attack. If it lacks a bite attack, its bite is considered an unarmed strike (provoking attacks of opportunity if it does not possess Improved Unarmed Strike) that inflicts slashing damage. The cursed creature gains the grab special attack with its bite against creatures of its own type. Its savage gnawing and tearing bites deal 1 point of Constitution bleed on a successful grapple check against a pinned creature. Each time the target kills a creature of its type, it receives a new saving throw to end the cannibal compulsion; however, the target is left sickened for 1 hour by the horror of the experience. This is a compulsion, curse, mind-affecting effect. [B]Dream Haunting (Su)[/B] When a wendigo uses its [I]nightmare[/I] spell-like ability, the victim is also exposed to Wendigo Psychosis. [B]Howl (Ex)[/B] Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. At 16 HD, creatures that fail their save are also exposed to Wendigo Psychosis. This is a fear, mind-affecting effect. [B]Hungry Cold (Su)[/B] A wendigo bite and claws attacks deals additional cold damage equal to 1d6 per 4 HD (minimum 1d6). [B]Maddening Whispers (Su)[/B] Once per day, a wendigo may choose a victim within range of its telepathy to target with disturbing "whispers" or violent, flashing images of grotesque violence and cannibalism that only the victim can see and hear. These may include "warnings" that the victim's companions will turn on her, or that she must kill the others in order to survive. Images may include decomposing bodies of loved ones, or depict acts of violence against the victim's companions. The victim must make a Will save or take 1d4 Wisdom damage. [B]Rend (Ex)[/B] If the wendigo hits with two claw attacks in 1 round against the damage target, it can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is equal to the damage caused by the wendigo claw attack plus 1-1/2 times the wendigo’s Strength bonus. Also, this attack deals 1d6 cold damage per 3 HD of the wendigo plus 1d4 Charisma damage. [B]Wendigo Psychosis (Su)[/B] Curse—[B]Nightmare or wind walk (and Howl at 16+ HD)[/B]; [I]save[/I] Will DC 10 + ½ wendigo’s HD + wendigo’s Cha; [I]onset[/I] 1 minute; [I]frequency[/I] 1/day; [I]effect[/I] 1d4 Wis drain (minimum Wis 1); [I]cure[/I] 3 consecutive saves. When a victim’s Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, only [I]miracle[/I] or [I]wish[/I] can remove this template. Once the transformation is completed the wendigo psychosis is removed from the creature and all Wisdom damage and drain caused by the curse and maddening whisperer is automatically cured. [B]Wind Walk (Sp)[/B] If the wendigo pins a grappled foe, it can attempt to [I]wind walk[/I] with the target by using its spell-like ability as a part of successfully pin the enemy—it automatically succeeds on all concentration checks made to use [I]wind walk[/I]. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new save at the same DC to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis every round unless the wendigo decide otherwise. [B]Spell-like Abilities:[/B] A wendigo may use [I]nightmare[/I] 1/day and [I]wind walk[/I] at will. A more powerful wendigo possesses additional abilities as noted on the table below. Unless otherwise indicated, the ability is usable 1/day, using the wendigo’s HD as the caster level. [TABLE] [TR] [TD][CENTER][B]HD[/B][/CENTER][/TD] [TD][CENTER][B]Spell-Like Abilities[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1-2[/CENTER][/TD] [TD][CENTER][I]Ghost sound[/I] and [I]quench[/I] at will[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3-4[/CENTER][/TD] [TD][CENTER][I]Chill metal[/I] 3/day,[I] fog cloud[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5-6[/CENTER][/TD] [TD][CENTER][I]Gust of wind[/I] 3/day, [I]sleet storm[/I] 3/day, [I]wind wall[/I][/CENTER][/TD] [/TR] [TR] [TD][CENTER]7-8[/CENTER][/TD] [TD][CENTER][I]Confusion [/I]3/day, [I]river of wind[/I], [I]suggestion[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9-10[/CENTER][/TD] [TD][CENTER][I]Commune with nature[/I], [I]ice storm[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11-12[/CENTER][/TD] [TD][CENTER][I]Control winds[/I] 3/day, [I]wind wall[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13-14[/CENTER][/TD] [TD][CENTER][I]Control weather [/I](as a druid), [I]river of wind [/I]3/day, [I]wall of ice[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15-16[/CENTER][/TD] [TD][CENTER][I]Control weather [/I](as a druid) 3/day, [I]insanity[/I][/CENTER][/TD] [/TR] [TR] [TD][CENTER]17-18[/CENTER][/TD] [TD][CENTER][I]Control winds[/I] at will, [I]wind wall[/I] at will[/CENTER][/TD] [/TR] [TR] [TD][CENTER]19+[/CENTER][/TD] [TD][CENTER][I]Wail of the banshee[/I], [I]whirlwind[/I], [I]winds of vengeance[/I][/CENTER][/TD] [/TR] [/TABLE] [B]Special Qualities:[/B] If the base creature have the water subtype or is aquatic, the wendigo gain the amphibious special qualities. A wendigo retains all special qualities of the base creature, gains no breath, sound mimicry, and gains the following. [B]Elusive (Ex)[/B] A wendigo is the stuff of legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. When using the withdraw action, the wendigo can move up to its run speed without leaving any trace of its passing and can make a Stealth check with a +20 circumstance bonus as part of this withdraw action, even with no cover or concealment or while directly observed. In addition, except when in combat, the wendigo is considered to be under the effects of a [I]nondetection[/I] spell (CL equal to wendigo HD). [B]Stormcloak (Ex)[/B] A wendigo ignore the effects of wind on movement, and is immune to winds caused by spells or supernatural effects unless it chooses to be affected by them. [B]Abilities:[/B] A wendigo gains a +6 bonus to two ability scores of its choice, +4 bonus to other two ability scores of its choice, and +2 to the other two. [B]Feat: [/B]A wendigo gain Deceitful, Endurance, Flyby Attack, Improved Initiative and Toughness as a bonus feats. [B]Skills[/B]: Same as base creature, except the wendigo gains a +8 racial bonus to Bluff, Fly, Stealth and Survival checks. The wendigo also gains Bluff, Fly, Stealth and Survival as a class skills. [B]Languages:[/B] A wendigo retains the languages it knew as a mortal and gains telepathy with a range of 1 mile. [B]Variants[/B] Though wendigos are most often encountered in the northern climes of the world, these horrors of desperation and hunger can be found in virtually any area of desolation where starvation leads folk to partake in the taboo act of cannibalism. [B]Bucca Wendigo (+2 CR)[/B] The wilds of the surface are not the only places where travelers can become trapped and resort to their bestial natures to survive. Legends tell of the spirits of lost explorers or trapped miners who haunt deep mine shafts and tunnels and tap the walls to herald collapses and other catastrophes. These wendigos lose the stormcloak ability and gain the earth subtype. They gain a burrow speed of 20 feet and tremorsense 60 feet, their darkvision improved to 120 ft., their rend ability does Dexterity damage instead of Charisma damage, and their damage reduction is changed to 5/adamantine or magic (if HD 5 or less), 10/adamantine (if HD 6 to 10), or 15/adamantine and magic (if HD 11+), and replace the following spell-like ability: [I]Soften earth and stone[/I] in place of [I]gust of wind[/I]. [I]Stone call[/I] in place of [I]sleet storm[/I]. [I]Melt into stone[/I] in place of [I]wind wall[/I]. [I]Earth glide[/I] in place of [I]river of wind[/I]. [I]Move earth[/I] in place of [I]control winds[/I]. [I]Greater bind earth[/I] in place of [I]control weather[/I]. [I]Wall of stone[/I] in place of [I]wall of ice[/I]. [I]Earthquake[/I] in place of [I]whirlwind[/I]. It also gains the following spell-like abilities [TABLE] [TR] [TD][CENTER][B]HD[/B][/CENTER][/TD] [TD][CENTER][B]Spell-Like Abilities[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]7-8[/CENTER][/TD] [TD][CENTER][I]Spike stones[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9-10[/CENTER][/TD] [TD][CENTER][I]Transmute mud to rock[/I] 3/day, [I]transmute rock to mud[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11-12[/CENTER][/TD] [TD][CENTER][I]Passwall[/I] 3/day[/CENTER][/TD] [/TR] [/TABLE] [B]Dust Wendigo (+2 CR)[/B] In the desert, where water is as rare as food, unwary or unfortunate travelers may find themselves raking the hot sands for anything that can pass for edible. It is during these scorching days and freezing nights in the vast desert that dust wendigos inhabit creatures that succumb to wendigo psychosis. These foolhardy, jackal-headed beasts combine the ravenous savagery of wendigos with the stinging, wind-blown sand of desert wastelands, and plague the dreams of desert nomads and even resident jann or other genie-kin. These wendigo lose their cold subtype, instead gaining the fire and air subtypes (losing immunity to cold and vulnerability to fire for immunity to fire and vulnerability to cold). In addition, their regeneration is halted by cold damage instead of fire damage, they deal fire damage with their bite and claw attacks and rend instead of cold damage (hungry cold is renamed hungry desert), and replace the following spell-like ability: [I]Heat metal[/I] in place of [I]chill metal[/I]. [I]Cup of dust[/I] in place of [I]sleet storm[/I]. [I]Volcanic storm[/I] in place of [I]ice storm[/I]. [I]Wall of fire[/I] in place of [I]wall of ice[/I]. It also gains the following spell-like abilities [TABLE] [TR] [TD][CENTER][B]HD[/B][/CENTER][/TD] [TD][CENTER][B]Spell-Like Abilities[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]3-4[/CENTER][/TD] [TD][CENTER][I]Shifting sand[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9-10[/CENTER][/TD] [TD][CENTER][I]Sirocco[/I] 3/day, [I]shifting sand[/I] at will[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13-14[/CENTER][/TD] [TD][CENTER][I]Dust form[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15-16[/CENTER][/TD] [TD][CENTER][I]Sunbeam[/I][/CENTER][/TD] [/TR] [TR] [TD][CENTER]17-18[/CENTER][/TD] [TD][CENTER][I]Horrid wilting,[/I] [I]sunburst[/I][/CENTER][/TD] [/TR] [TR] [TD][CENTER]19+[/CENTER][/TD] [TD][CENTER][I]Sea of dust[/I][/CENTER][/TD] [/TR] [/TABLE] A dust wendigo replace snow vision with desert vision. [B]Desert Vision (Ex)[/B] A dust wendigo is immune to the blinding and dazzling effect of the desert and to the damage of natural sandstorm. It can also see perfectly well in sandstorms, regardless of whether they are natural or supernatural (like a [I]scouring winds[/I] spell), and does not take penalties on Perception checks when in sandstorm conditions, as well as concealment due to sand. [B]Void Wendigo (+1 CR)[/B] In the vast expanses of inky blackness between the stars, the area known as the Dark Tapestry, there wait immeasurably patient wendigos of dark origins, inhabiting the bodies of cannibalistic victims of interstellar travel gone awry. Void wendigos float in a stony stasis awaiting the rare traveler to happen upon them and inspire them to wake from their frozen sleep to once again feed and spread madness. Void wendigos possess lifesense 60 feet and gain the following spell-like abilities: [TABLE] [TR] [TD][CENTER][B]HD[/B][/CENTER][/TD] [TD][CENTER][B]Spell-Like Abilities[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]3-4[/CENTER][/TD] [TD][CENTER][I]Statue[/I] 3/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9-10[/CENTER][/TD] [TD][CENTER][I]Greater teleport[/I] 3/day, [I]statue[/I] at will[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17-18[/CENTER][/TD] [TD][CENTER][I]Greater teleport[/I] at will[/CENTER][/TD] [/TR] [/TABLE] A void wendigo replace snow vision with see in darkness. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Things from my setting
Top