The cannibalistic act brought on by wendigo psychosis is the last stage of the curse, at which point the victim flees straight into the sky at an unearthly speed-its legs burning away into jagged stubs-and becomes fully inhabited by a wendigo spirit, the body now only a shell for the hungry beast. It is under these circumstances, when fortune has turned against a lone hunter, isolated homestead, or lost wagon train, that wendigo psychosis-the insanity-inducing curse that forces innocents to indulge in the basest acts in order to survive-most often rears its vile head and draws otherwise normal people into acts of horrific desperation in which they must feed upon their own kind in order to survive. The lands of the wendigo are where folk struggle to survive on a daily basis with already meager supplies stretched thin, where a single turn of bad luck can mean the difference between survival and starvation. Wendigos are little known outside the myths of certain indigenous tribes of particularly isolated regions, far from the security and hospitality of cities. The horrid images brought on by a wendigo's curse cause the victim to slowly lose its grasp on what is right and wrong, ultimately inspiring the cursed individual to succumb to its terrible hunger pangs and feast upon its own allies in a gory act of shameful cannibalism. While the flesh-eating beasts of nature might simply assault unwary victims head-on, the wendigo is a horror that turns the hunter into the hunted, plaguing its prey with bone-chilling nightmares at night and hazy visions of cannibalism during the day. High passes, forlorn tundra, trackless primeval woodlands-it is within these desolate places that one is most likely to encounter a wendigo, an evil spirit that preys on explorers and hunters when resources are running low and true desperation is setting in. The warmth of a campfire and shelter from the cutting wind are little protection against some of the things that lurk in the dark, isolated places of the world, where sustenance is scarce and hospitality nonexistent. A creature that wind walks with a wendigo is exposed to wendigo psychosis. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. Each round, a victim can make a new DC 23 Will save to turn solid again, but at this point he falls if he cannot fly. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability-it automatically succeeds on all concentration checks made to use wind walk. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. 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. When a victim’s Wisdom reaches 1, he seeks an individual of his race to kill and devour. Wendigo Psychosis (Su)Ĭurse- Nightmare or wind walk save Will DC 26 onset 1 minute frequency 1/day effect 1d4 Wis drain (minimum Wis 1) cure 3 consecutive saves. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis. Languages Aklo, Common, Giant telepathy 1 mile Skills* Acrobatics +30, Bluff +28, Diplomacy +9, Fly +36, Intimidate +32, Knowledge (arcana) +26, Knowledge (geography) +26, Knowledge (nature) +26, Knowledge (religion) +26, Knowledge (planes) +29, Perception +26, Sense Motive +26, Spellcraft +29, Stealth +26, Survival +26 Str 29, Dex 29, Con 31, Int 26, Wis 20, Cha 24īase Atk +18 CMB +28 (+32 grapple) CMD 47įeats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (claws, bite), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical Spell-Like Abilities (CL 18th concentration +25)ġ/day- control weather (as druid), nightmare (DC 22) Special Attacks dream haunting, howl, rend (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis Hp 279 (18d10+180) regeneration 15 (fire)ĭR 15/cold iron and magic Immune cold, fear SR 28 Init +13 Senses blindsight 60 ft., darkvision 60 ft., low-light vision Perception +26ĪC 32, touch 18, flat-footed 23 (+9 Dex, +14 natural, –1 size)
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