A wendigo is the embodiment of hunger, and feeds on humanoids. A wendigo prefers to ambush prey and use its spawn as distractions. A wendigo screams and activates psionic powers before engaging in melee.

Foul Transformation. A wendigo corrupts humanoids into becoming cannibals. A creature which succumbs to the wendigo transforms into a wendigo spawn under the control of its maker. This transformation can only be reversed by the wish or dispel evil and good spell cast before the creature has consumed humanoid flesh.

Spirit Nature. A wendigo can’t be slain through normal means. If reduced to 0 hit points, the wendigo merely dissipates into fog or smoke, and reforms during the next new moon. To permanently slay a wendigo, it must be exorcized within 1 minute after reducing it to 0 hit points. This can be achieved by exorcising it as if it were a possessor, casting the dispel evil and good or divine word spell, or manifesting the spirit ward power to contain a fey: any delay allows the wendigo to escape.

Creature of Spirit. A wendigo can’t be polymorphed against its will.


Large fey (spirit), chaotic evil

Armor Class 17 (natural armor)
Hit Points 144 (12d10 + 78)
Speed 40 ft.


19 (+4)


18 (+4)


22 (+6)


16 (+3)


14 (+2)


16 (+3)

Saving Throws Str +8, Con +10, Wis +6, Cha +7
Skills Perception +6, Stealth +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages the languages of the surrounding area and any it knew prior to its existence as a wendigo
Challenge 9 (5,000 XP)                              Proficiency Bonus +4

Ambush. The wendigo’s melee attacks deal an additional 10 (3d6) damage against an unaware target.

Innate Powers. After manifesting a psionic power, the wendigo can take a bonus action to regain half of the power points spent on that power (rounded up).

Power Manifesting. The wendigo is a 5th-level manifester. Its manifesting ability is Charisma (power save DC 15, +7 to hit with power attacks). It has 30 power points to spend on the following powers: chameleon, ego whip, mental barrier, mind probe, muddle, shatter psyche, telekinetic flight.


Multiattack. The wendigo makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC15 Wisdom saving throw or be frightened for 1 minute.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4)  slashing damage.

Cold Stare. A frightened creature within 60 feet of the wendigo must make a DC 18 Constitution saving throw. On a failed save, the target takes 36 (8d8) cold damage and is restrained until the end of its next turn. On a successful save, it takes only half of the damage.

Frightening Scream (recharge 6). The wendigo wails. Each living creature within 60 feet that can hear the wendigo must succeed on a DC 15 Wisdom saving throw or be paralyzed and frightened for 1 minute. At the end of each or its turns, a target repeats the saving throw, ending the condition for it on a success.