Originally converted
here.
Windigo
Medium Outsider (Air, Chaotic, Evil, Incorporeal, Native)
Hit Dice: 7d8 (31 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple: +7/—
Attack: Incorporeal touch +11 melee (1d6)
Full Attack: Incorporeal touch +11 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Searing windblast, spell-like abilities, summon mosquito swarm
Special Qualities: Darkvision 60 ft., environmental body, fatal claustrophobia, incorporeal traits, skinstealing, summon mosquito swarm, transparent body
Saves: Fort +5, Ref +10, Will +8
Abilities: Str —, Dex 21, Con 10, Int 12, Wis 17, Cha 16
Skills: Balance +7, Bluff +13, Diplomacy +5, Disguise +3 (+5 acting), Hide +15, Intimidate +15, Jump +2 (+4 in environmental body), Knowledge (nature) +13, Listen +13, Move Silently +15, Spot +13, Survival +13 (+15 in aboveground natural environments), Tumble +15
Feats: Improved Initiative, Track, Weapon Finesse
Environment: Any land
Organization: Solitary or congregation (12-48)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: —
A humanoid-shaped cloud of haze floats nearby, with sky blue eyes that glow faintly from some internal light.
Windigos are vampiric wind spirits found in remote wilderness regions. They are extremely territorial, but are in a constant state of retreat from the ever-advancing tide of civilization. Whenever a windigo is driven deeper into the wilderness, it leaves behind a persistent plague of mosquitoes that torments the invading settlers. According to legend, windigos fathered the mosquito species as an act of revenge against humanoid races.
Roughly once every three centuries, a few dozen windigo congregate at the site of an epic winter storm. This event, seemingly religious in nature, entails the wind spirits dancing throughout the storm while chanting in their hallow, gusty voices. Aside from this dark ritual, windigos are never found in groups.
A windigo is 7 feet tall and weightless.
Windigos speak Auran, Common and Sylvan in a voice the sounds like a cacophany of fleeting whispers that originates from all directions at once.
COMBAT
A windigo uses its transparent body and ghostly silence to stalk prey. Only after thoroughly terrorizing its prey does it attack, forming a physical body out of its nearby environment. It uses its searing blast as often as possible, attempting to catch as many victims with the area of effect. If a windigo successfully picks off a straggler from a group, it wears the victims skin and attempts to infiltrate the group to create havoc among them.
A common tactic of these evil wind spirits is to flit in and out of the trees behind a group of travelers, only to disappear when someone looks back. After heightening its victims’ paranoia, the windigo begins to call softly to the travelers, so softly that its voice can barely be distinguished from a slight breeze. Only after the group is driven into a panic-induced frenzy fo cursing or running does a windigo attack. A survivor of such an attack is typically left with intense agoraphobia, breaking out into a cold sweat when the wind is heard rustling through the treetops.
A windigo's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Environmental Body (Ex): A windigo can form a physical body for itself out of leaves, dirt, rocks or any other small loose objects lying in its vicinity. While in this form, the windigo loses its incorporeal subtype and its transparent body special quality, but it gains two claw attacks that deal 1d6 damage each, a natural armor bonus, and a Strength score of 15. Forming an environmental body requires a move action; the windigo can revert to its natural incorporeal form as a swift action. The natural armor bonus of the body depends on the hardness of its materials, according to the following table:
+0 NA Snow/Dust
+1 NA Leaves/Grass
+2 NA Wood
+3 NA Sand/Earth/Soil
+4 NA Stone
+5 NA Metal
Typically, a windigo will form an environmental body out of sand or soil, giving it the following statistics (those not listed are the same as the windigo's incorporeal form).
Medium Outsider (Air, Chaotic, Evil, Native)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +7/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: Two claws +9 melee (1d6+2)
Abilities: Str 15, Dex 21, Con 10, Int 12, Wis 17, Cha 16
Special Qualities: Darkvision 60 ft., environmental body, fatal claustrophobia, incorporeal traits, skinstealing, summon mosquito swarm
Fatal Claustrophobia (Ex): Windigos are so extraordinarily claustrophobic they quickly die in any enclosed space. Entering an area cut off from the open sky (such as a building's interior, a cave, or even a dense forest canopy) disorients a windigo: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.
Searing Windblast (Su): Once every 1d4 rounds, a windigo may unleash a 20-foot-radius burst of searing wind. The windblast deals 5d6 points of fire damage to all creatures in the area and knocks Medium-sized or smaller creatures prone. A successful DC 16 Reflex save halves the damage, and avoids being knocked prone. Additionally, creatures within the area must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DCs are Charisma-based.
Skinstealing (Ex): If a windigo personally kills a humanoid within one size category of its own size, it can steal that humanoid's skin as a full-round action. A windigo wearing a stolen skin takes on its victim's appearance, voice, and physical abilities as per the alternate form special ability. It loses its incorporeal subtype and transparent body special quality. The windigo is effectively disguised as the individual whose skin it has stolen (with a +10 bonus on its Disguise checks). A windigo can wear a stolen skin for up to 1 hour, whereupon the skin starts to rip and fray, returning the windigo to its true form. A windigo cannot take off a stolen skin without tearing and ruining it.
Spell-Like Abilities: At will—gust of wind (DC 15), whispering wind. Caster level 10th. The save DCs are Charisma-based.
Summon Mosquito Swarm (Sp): Once per day, a windigo can summon a swarm of mosquitoes. This functions like a summon swarm spell, except it summons a mosquito swarm (see Swarm, Mosquito entry) and is equivalent to a 1st-level spell (CL 3rd).
Transparent Body (Ex): Due to its transparent body, a windigo is very hard to see, even under ideal conditions. At distances greater than 50 feet, a windigo is invisible. Within 50 feet, a creature can notice the presence of an active windigo with a DC 15 Spot check. A windigo that is moving gains a +15 bonus on Hide checks, one that is immobile gains a +30 bonus to Hide checks. A windigo within 50 feet gains concealment (rather than total concealment) against attackers that notice it. This ability is constant, allowing a windigo to remain nearly invisible even when attacking. This transparency is an innate property of the windigo's flesh, so is not subject to the invisibility purge spell. A windigo loses its transparent body when it uses its skinstealing and environmental body special abilities.
Originally appeared in Dungeon #77 (1999)