Windigo

Huge fey, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 150 (12d10 + 84)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 24 (+7) 12 (+1) 24 (+7) 18 (+4)

  • Skills Animal Handling +15, Nature +9, Perception +15, Survival +15
  • Saving Throws Dexterity +5, Constitution +11
  • Damage Vulnerabilities fire
  • Damage Resistance necrotic
  • Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 240 ft., passive Perception 25
  • Languages Sylvan, Old Equestrian, Primordial, Draconic, Cervine; rarely speaks
  • Challenge 10 (9241 XP)

Cold Aura. At the start of each of the windigo's turns, each creature within 10 feet of it takes 10 (3d6) cold damage. Within this aura, standing water freezes, and all terrain is nonmagical icy difficult terrain. The windigo can deactivate or activate this aura as a bonus action.

Incorporeal Movement. The windigo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Windigo Covens Much like hags, windigos gather to combine their power. They enjoy each others' company much more than hags do, and almost always are found in groups of at least 3.

Innate Spellcasting. While all three members of a windigo coven are within 90 feet of one another, they gain additional innate spells, bolded below. Apocalypse from the sky requires all 3 of them to cast together for the full duration, and after the casting, no windigo anywhere can cast it again for the next 1000 years. All windigos also have disadvantage on all attack rolls, ability checks, on saving throws until it's regained. If a coven is interrupted during the casting and all members are slain, imprisoned, or otherwise defeated, the spell is expended as if cast.

Innate Spellcasting. The windigo can innately cast the following spells, requiring no material components (+11 to hit, DC 19):

At will: ray of frost, fog cloud, wall of ice, hold person, ice storm

3/day: Otiluke's freezing sphere, dream, symbol (Discord only, range 600 ft.)

1/day: control weather

1/millenium: apocalypse from the sky (deals cold damage)

Apocalypse from the Sky. 9th-level conjuration. Casting time: 1 day. Range: Self (100 mile radius sphere). Components: V,S,M (an artifact). Duration: instantaneous. Every object and creature in range, including the caster, takes 13d6 fire, thunder, or acid damage (only cold when a windigo casts it). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster also has their wisdom reduced by 4d6 until greater restoration or similar magic is applied. A character whose Wisdom is reduced to 0 is paralyzed until they regain at least 1 point.

Actions

Cold Breath (Recharge 5-6). The windigo exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Cold Touch. Melee Spell Attack: +11 to hit, reach 10ft., one target. Hit 13 (3d8) cold damage and the target must succeed on a DC 13 Constitution save or begin to turn to ice. On a failed save, it is restrained as its flesh begins to harden. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. lf it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition until the condition is removed. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

lf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

Changing the Climate

Similar to the 3.5 spell ice age, windigos can enact massive ecological changes. The full extent of such spells must be determined by the DM, but they should include the fall of empires and the foundation of new nations. See Frostburn for inspiration.