Wendigo, Windwalker CR 16 XP 76,800 CE Huge aberration (cold) Init +8; Senses scent, see in darkness, stormsight; Perception +29 Aura cannibalism (120 ft., DC 25, 10 rounds) DEFENSE AC 31, touch 23, flat-footed 22 (+6 deflection, +8 Dex, +1 dodge, +8 natural, –2 size) hp 237 (19d8+152); regeneration 15 (fire) Fort +14, Ref +14, Will +18 Defensive Abilities amorphous, stormcloak; Immune cold, disease, mind-affecting effects, poison, wind effects; Resist electricity 30, sonic 30; SR 27 Weaknesses vulnerable to fire OFFENSE Speed fly 60 ft (average) Melee bite +21 (4d6+9 plus 2d6 cold and wendigo psychosis), claws +21 (2d8+9/19–20 plus 2d6 cold and grab) Space 15 ft.; Reach 15 ft Special Attacks abduction, wendigo psychosis Spell-Like Abilities (CL 16th; concentration +22) At will—chill metal (DC 18), gust of wind, quench (DC 19), wind walk, wind wall 3/day—control weather, quickened ice storm, quickened sleet storm, suggestion (DC 19), wall of ice 1/day—whirlwind (DC 24) S TAT I S T I C S Str 28, Dex 27, Con 26, Int 19, Wis 24, Cha 23 Base Atk +14; CMB +25; CMD 50 (can’t be tripped) Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (claws), Mobility, Power Attack, Quicken Spell-Like Ability (ice storm, sleet storm), SnatchB, Staggering Critical, Vital Strike Skills Acrobatics +30, Fly +30, Knowledge (geography) +23, Knowledge (nature) +26, Knowledge (religion) +23, Perception +29, Stealth +22, Survival +29 Languages Aklo, Auran ECO LO GY Environment any cold Organization solitary Treasure standard SPECIAL ABILITIES 398 Abduction (Ex) A wind walker wendigo gains Snatch as a bonus feat, and can use Snatch on targets two or more sizes smaller Each round it flies while grappling a humanoid creature, that creature is exposed to wendigo psychosis (see below) Cannibalism Aura (Su) All humanoid creatures within 120 feet of a windwalker wendigo must make a successful DC 25 Will save to resist sudden pangs of hunger A