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Large monstrosity, chaotic evil

19 (+4) 11 (+0) 17 (+3) 5 (-3) 13 (+1) 16 (+3)

Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft.
Saving Throws Constitution +6, Charisma +6
Skills Perception +4, Stealth +3, Survival +4
Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities cold
Damage Vulnerabilities fire
Condition Immunities exhaustion, frightened
Senses darkvision 60 ft., passive Perception 14
Challenge 8 (3,900 XP)

Special Traits

  • Howl. Before the the windigo has made any attacks, or after it has reduced a creature to 0 hit points, as a bonus action it can howl. All creatures within 120 feet who can hear it must succeed at a DC 14 Wisdom saving throw or become frightened of the windigo for 1 minute. A creature that succeeds at the initial saving to Howl is immune to the effect for 24 hours. A creature that fails may make another saving throw at the end of each of its turns, but success does not grant further immunity.
  • Insubstantial. Although the windigo is vulnerable to fire, it can sometimes become ethereal quickly enough to escape damage. It has advantage on saving throws made to avoid fire damage, and if successful takes no damage. Fire-based attack rolls against the windigo are made with disadvantage.
  • Keen Scent. The windigo has advantage on any Wisdom (Perception or Survival) rolls that rely on smell.


  • Multiattack. The windigo makes two incorporeal claw attacks.
  • Incorporeal Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 7 (2d6) cold damage.
  • Frost Breath (recharge 5-6). The windigo exhales frost in a 40-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
  • Possession (recharge 5-6). The windigo enters the space of another creature, who must succeed on a DC 16 Charisma saving throw or be possessed by the windigo; the windigo then disappears, and the target is incapacitated and loses control of its body. The windigo now controls the body but doesn’t deprive the target of its awareness. The windigo can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being frightened, and Frost Breath. It otherwise uses the possessed target’s statistics and attacks, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, or the windigo ends it as a bonus action. If the target takes fire damage the windigo must make a Charisma saving throw with a DC equal to half the damage taken, or 10, whichever is greater. On a failure the windigo is forced out. Exposing the target to a strong heat source, such as holding it next to a bonfire, continuously for 1 minute will also force out the windigo. When the possession ends, the windigo reappears in an unoccupied space within 5 feet of the body. The target is immune to this windigo’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.


  • Ethereal Shift. When the windigo is subject to the grappled or restrained condition, or moved against its will, as a reaction it can shift far enough into the ethereal plane to negate the effect.


The windigo stalks and ambushes prey, first howling and then using its breath weapon. Against multiple enemies it will try to kill all but one, then possess the survivor and gorge on the fallen. If that plan is going poorly it will try to possess whoever appears to be physically strongest, and continue doing that each time it is forced out.


Covered in shaggy white fur, this creature is towering and muscular yet at the same time gaunt and…insubstantial? Closer inspection reveals that it is slightly translucent, like a ghost, yet it leaves footprints in the snow. As it attacks it howls with a piercing shriek.

Curse of Gluttony. In the cold northern wastes, where the gods are said to have defeated and buried the Glutton, the land is tainted by a foul essence. Local lore has it that any being who tastes the flesh of its own kind, whether intentionally or not, is possessed and transformed into a crazed and ravenous windigo.

Incorporeal. The cursed windigo is forever trapped on the border between the ethereal and material, never fully one nor the other. Its predicament does offer benefits, though, as it can selectively shift partly in and out of the material plane at will, making it an elusive foe. It roams the northern wastes, slaying all those who cross its path, its fearsome howl echoing in the long night of the northern lands and filling the hearts of natives with terror. Being incorporeal, it cannot devour the beings it kills, though, which does nothing to improve its disposition. Instead it tries to possess its victims – the more sentient the better – and use its host to slay and devour other creatures, even though doing so does nothing to satiate its eternal hunger.

Unstable Servants. Some wicked northern shamans have learned the secret of how to trap a windigo spirit and use it to possess or slay a chosen victim. They jealously guard this knowledge, teaching it only to a designated successor as the culmination of their training.

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