This towering figure’s body seems to be made of a churning mixture of wind, snow, and protoplasmic flesh. Wicked claws tip its arms and its bestial face is split by a hungry leer.

Huge aberration, chaotic evil

Armor Class 18 (natural armor)

Hit Points 207 (18d12 + 90)

Speed 0 ft., fly 70 ft. (hover)

22 (+6 21 (+5 21 (+5 17 (+3) 20 (+5 19 (+4)

Saving Throws Str +11, Wis +10, Cha +9

Skills Acrobatics +10, Nature +8, Religion +8, Perception +10, Stealth +10, Survival +10

Damage Vulnerabilities fire

Damage Resistances lightning, thunder, psychic

Damage Immunities cold, poison

Condition Immunities charmed, frightened, poisoned, prone

Senses darkvision 120 ft., passive Perception 20

Languages Aklo, Auran

Challenge 16 (15,000 XP)

Special Traits

  • Amorphous. The windwalker can move through a space as narrow as 1 foot without squeezing.
  • Keen Smell. The windwalker has advantage on Wisdom (Perception) checks that rely on smell.
  • Innate Spellcasting (Psionics). The windwalker’s spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:
    • At will: wind walk, wind wall /day each: ice storm (6th-level), sleet storm, suggestion
    • 1/day each: control weather, wall of ice (9th-level)
  • Legendary Resistance (3/day). If the windwalker fails a saving throw, it can choose to succeed instead.
  • Regeneration. The windwalker regains 10 hit points at the start of its turn. If the windwalker is dealt fire damage, this trait doesn’t function at the start of the windwalker’s next turn. The windwalker dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Star Travel. The windwalker can survive and fly in space.
  • Storm Cloak. The windwalker is wrapped in a layer of protective wind. Wind, including spells and effects that use wind, can’t move, harm, or interfere with the windwalker against its will. The windwalker can’t be harmed by gases or lack of air.
  • Storm Sense. Fog, mist, snow, rain, and similar water-based precipitation doesn’t impede the windwalker’s normal vision, darkvision, or sense of smell.
  • Void Sight. Magical darkness doesn’t impede the windwalker’s darkvision.


  • Multiattack. The windwalker makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 7 (2d6) cold damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw against disease or it contracts wendigo psychosis. The disease’s save DC is also 18.
  • Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage and a Medium or smaller target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The windwalker has two claws, each of which can grapple one target.

Legendary Actions

The windwalker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.

The windwalker regains spent legendary actions at the start of its turn.

  • Claw. The windwalker makes a claw attack.
  • Cannibalistic Whispers (Costs 2 Actions). Each humanoid of the windwalker’s choice that is within 120 feet of the windwalker and isn’t deafened must succeed on a DC 18 Constitution saving throw or gain 1 level of exhaustion that can’t be removed until the creature consumes at least 1 pound of food. A creature that has eaten the flesh of another humanoid with the same tag (such as human or elf) automatically succeeds on its saving throw.
  • Cast a Spell (Costs The windwalker casts a spell from its spell list other than control weather or wall of ice, expending a use as normal.


Becoming a windwalker wendigo, an aberrant monstrosity that serves as a herald to the Great Old One Ithaqua, is the ultimate fate of those who succumb to the psychosis of the arctic storm. Wendigos seek to expand their population in the frozen reaches of the world, whether through direct action (by abducting humanoids or spreading their psychosis via bites) or indirect action (by forcing famines and starvation via the manipulation of weather). In so doing, they expand the faith of Ithaqua like a disease.

The windwalker wendigo does not truly have a weight or mass, though when confronted, it seems to be truly massive at 30 or more feet tall.

Section 15: Copyright Notice

Sandy Petersen's Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.

This is not the complete section 15 entry - see the full license for this page