A wendigo appears much like a tall humanoid in the last stages of death from starvation. Completely hairless, its flesh is deathly pale except for its blackened extremities. Its fingers end with long talons, while needlelike fangs fill its mouth.
A wendigo has ragged, bloody flesh around its maw because it constantly devours its own lips. Its tongue is long, pocked with sores, and the color of a fresh bruise. It has glowing, yellow eyes that float in large sockets full of blood.
Type: Evil Outsider (Wendigo)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+3, Vigor d10
Skills: Athletics d10, Common Knowledge d8, Fighting d10, Intimidation d8, Notice d8, Occult d10, Persuasion d8, Stealth d10
Pace: 7; Parry: 7; Toughness: 14 (5)
Edges: Arcane Resistance
Special Abilities:
Armor +5: Wendigo hide.
Bite/Claws: Str+d6 (cold).
Blindsense: Wendigos ignore invisibility, illusion, and all Illumination penalties.
Control Weather: A wendigo can concentrate for 10 minutes to summon a snowstorm or blizzard in a two mile radius. This creates Dim Illumination and extreme cold throughout the area.
Dream Haunting: Once per night, a wendigo can enter the dream of any sentient target, causing intense nightmares. The victim must make a Spirit roll at -4 or suffer Fatigue. The Fatigue can't be removed until the victim gets a full night sleep without suffering nightmares.
Environmental Weakness: Cold iron, fire.
Fast Regeneration: Wendigos may attempt a natural healing roll every round, even if Incapacitated, unless their Wounds were caused by fire or they’re put to the torch afterward.
Fearless: Wendigos are immune to Fear and Intimidation.
Flight: Pace 12; can become intangible as a limited free action while flying.
Howl: Three times per day, a wendigo can emit a forlorn howl that can be heard up to a mile away. Creatures who hear this must test Fear at -2.
Immunity: Cold.
Size 2: A wendigo stands around 10’ tall and weights 1,000 lbs.
Wendigo Psychosis: Anyone Wounded by a bite attack, or fails to resist Dream Haunting, must make a Spirit roll or contract this curse. Every day, the victim suffers Energy Drain (Spirit)—a Spirit roll suppresses the effect. If Spirit would be reduced below d4, he instead seeks an individual of his ancestry to devour. After completing this heinous act, the afflicted begins transforming into a wendigo. He 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. The transformation into a wendigo takes 2d6 minutes as the victim flies across the sky.
Wights are animated corpses, resembling a cross between ghouls and spectres. Their eyes burn with hatred, and they have a hunger for the souls of the living. For some, earthly desires or material bonds cause their spirits to remain behind to guard a treasure or their place of death. Others serve whomever brought them to unlife. Wights are sometimes found underwater, in caves or shipwrecks.
Type: Evil Undead (Wight)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: —
Special Abilities:
Armor +2: Leathery dried skin.
Claws: Str +d4.
Energy Drain: Anyone Shaken or Wounded by a wight’s claws, suffers Energy Drain (Vigor). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Fearless: Wights are immune to Fear and Intimidation.
Infection: Anyone slain by these undead raise as a wight one round later.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.
Languages: Common.
These strange aberrations live in swamps throughout Golarion, although no one is certain why they prefer such environments. Most commonly, they are encountered in the River Kingdoms, where they sometimes gather in small groups.
Will-o’-wisps appear as floating lights often mistaken as lanterns or beacons by travelers. The creatures attempt to lure such travelers into deep marshes and quicksand, or even to the lairs of other creatures. They do this in hopes of feeding on the fear of dying victims. They can deliver a shocking attack, but they prefer to feed on victims who can’t fight back.
Type: Evil Aberration (Will-O'-Wisp)
Attributes: Agility d12+2, Smarts d8, Spirit d8, Strength 1, Vigor d6
Skills: Athletics d12, Fighting d8, Notice d10, Persuasion d8, Stealth d10
Pace: —; Parry: 6; Toughness: 2
Edges: Alertness, Dodge, Level Headed
Special Abilities:
Darkvision: Will-o’-wisps ignore penalties for Illumination up to 10”.
Feed on Fear: Any time a will-o’-wisp is within 2” (4 yards) of an Incapacitated creature, or a creature that failed a Fear check, it becomes Resilient for 24 hours.
Flight: Pace 8.
Immunity: Magic.
Innate Powers: Major invisibility (self). Willo’-wisps have the ability to extinguish their natural glow.
Size -3 (Very Small): Will-o’-wisps are 1’ in diameter.
Zap: Will-o’-wisps can make a Touch Attack for 2d6 electrical damage.
Languages: Aklo, Common.
This muscular omnivore resembles a bear cub but smells more like a skunk. Known for its ferocity, a wolverine is often a solitary animal, though a male may have a few females in his territory.
Wolverines have thick, oily fur, and sharp crampon-like claws, perfect for climbing.
Type: Neutral Animal (Wolverine)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5 (1)
Edges: Alertness
Special Abilities:
Armor +1: Thick hide.
Bite/Claws: Str+d4.
Hardy: A wolverine doesn't suffer a Wound from being Shaken twice.
Low Light Vision: Wolverines ignore penalties for Dim and Dark Illumination.
Rage: Wolverines go into a Rage when attacked (per the Barbarian Class Edge ability in Savage Pathfinder). The creature can't end its Rage voluntarily.
Size -1: Wolverines are small creatures.
A dire wolverine is as large as a bear, its jaws and claws oversized and brutal, its eyes dark and filled with rage. Even more territorial than their smaller relatives, they defend their lairs to the death.
Type: Neutral Animal (Wolverine, Dire)
Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d10, Stealth d4
Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Quick
Special Abilities:
Armor +1: Thick hide.
Bite/Claws: Str+d6, AP 2.
Low Light Vision: Dire wolverines ignore penalties for Dim and Dark Illumination.
Rage: Dire wolverines go into a Rage when attacked (per the Barbarian Class Edge ability in Savage Pathfinder). The creature can't end its Rage voluntarily.
Resilient: Dire wolverines can take one Wound before they're Incapacitated.
Size 2: Dire wolverines may grow to 12 feet long and weigh up to 1,000 pounds.
Stench: The first time anyone enters within 2” (four yards) of a dire wolverine, they must make a Vigor roll or become Distracted as they are overcome by nausea.
These intelligent and evil creatures are a magical species of wolves. Larger than their animal cousins, they often hunt in packs, typically lead by an alpha worg who dominates the other members of the pack.
Unlike their cousins, worgs possess the power of speech —and guile. They sometimes make alliances with goblins and other evil humanoids.
Type: Evil Magical Beast (Worg)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Stealth d6, Survival d6
Pace: 8; Parry: 6; Toughness: 6 (1)
Edges: Alertness
Special Abilities:
Armor +1: Thick fur.
Bite/Claws: Str+d4, AP 2.
Night Vision: Worgs ignore all penalties for Illumination.
Resilient: Worgs can take one Wound before they're Incapacitated.
Languages: Common, Goblin.
Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives. The vile creatures appear as little more than dark shapes with two flickering pinpoints of light where their eyes should be.
Type: Evil Undead (Wraith)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Stealth d6
Pace: —; Parry: 6; Toughness: 7
Edges: —
Special Abilities:
Claws: Str+d4, AP 2.
Darkvision: Wraiths ignore penalties for Illumination up to 10”.
Energy Drain: Anyone hit by a wraith's claws, suffers Energy Drain (Vigor). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Ethereal: Wraiths can become invisible and immaterial at will and can only be harmed by magical attacks.
Flight: Pace 10.
Infection: Anyone slain by these undead raise as a wraith one round later.
Weakness (Daylight): A wraith caught in sunlight cannot attack and is Vulnerable.
Languages: Common, Infernal.
Wyverns are two-legged dragons. They have no fiery breath, but possess long necks, sharp teeth, and a poisonous stinger in their tail.
Wyverns are territorial, aggressive, and impatient creatures. Unlike some of their dragon cousins, they have no interest in diplomacy or subtlety. They are quick to resort to force to accomplish their selfish goals.
Type: Neutral Dragon (Wyvern)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d10, Notice d10, Stealth d6
Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Frenzy (Imp)
Special Abilities:
Armor +2: Draconic scales.
Bite/Sting: Str+d6, AP 2.
Flight: Pace 8.
Immunity: Slumber, Stun.
Night Vision: Wyverns ignore all penalties for Illumination.
Poison (-2): The wyvern’s stinger contains a Mild poison.
Size 3: Wyverns are 16’ long, weighing nearly 2,000 lbs.
Languages: Draconic.