A wendigo is a spirit bound to flesh with a hatred of the living that delights in corruption. Ever hungry, the wendigo seeks humanoid prey to consume or transform into a wendigo spawn. Crafty, a wendigo will have its spawn take most of the risk, striking from surprise with shocking speed. A wendigo prefers to use psionic powers and its scream before engaging in melee combat with its claws. Even then, it prefers to ambush prey.

    Foul Transformation. A wendigo will occasionally attempt to corrupt a humanoid into becoming a cannibal. A creature which succumbs to the wendigo is transformed into a wendigo spawn under the control of its maker. A creature transformed into a wendigo spawn can only be rescued by wish or by dispel evil and good cast before the creature has consumed a creature of the same race. If the controlling wendigo is slain, its spawn will mature into full wendigo during the next new moon after consuming a creature of the same race.

    Spirit Nature. The wendigo is a creature of spirit and can’t be slain through normal ways. If reduced to 0 hit points, the wendigo merely dissipates and will reform on the next new moon. Casting dispel evil and good, divine word, or wish, manifesting spirit ward against fey, or exorcising it through Banish Spirits or Channel Divinity after it has been reduced to 0 hp will forever kill it.

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


Large fey (spirit), chaotic evil

Armor Class 17 (natural armor)
Hit Points 138 (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 Vulnerabilities fire, radiant
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, its whispers are heard by any humanoid it targets as if from the target creature’s native language
Challenge 12 (8,400 XP)

Innate Manifestation. The wendigo’s innate manifester ability is Charisma (power save DC 15). It can innately manifest the following powers:

At will: mental barrier (up to 3 power points), mind probe (up to 3 power points), telekinetic grasp (up to 3 power points)

3/day: chameleon (up to 5 power points), ego whip (up to 4 power points)

1/day: muddle (up to 5 power points), shatter psyche (up to 5 power points), telekinetic flight (up to 5 power points)

Dark Whisper. The wendigo can whisper to an unsuspecting humanoid once each night. The creature must make a Charisma saving throw against a DC of 15. If the creature fails three successive saving throws, the creature transforms into a wendigo spawn. If the wendigo is unable to whisper to a creature on one night, all progress to transforming the creature is lost.

Ambush. If the wendigo is undetected, each claw attack deals an additional 10 (3d6) slashing damage.


Multiattack. The wendigo makes two claw attacks.

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

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

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

Frightening Scream (recharge 6). The wendigo wails and each living creature within 60 feet of the wendigo must make a DC 15 Wisdom saving throw or become paralyzed with fear for one minute. At the end of each or its turns, the creature makes a new saving throw. If the creature succeeds a saving throw it can no longer be paralyzed by the wendigo’s scream, but is frightened by it instead.