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Wentshukumishiteu

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Main Bestiary
To
North American Monsters

Nativw American BorderNativw American Border

The Inuit
say Wentshukumishiteu is a water-elemental spirit which fiercely protected
the young of various animal species from human hunters. It is particularly
fond of otters. The Inuit say that Wentshukumishiteu is able to travel anywhere
on the water and can break through the thickest ice. It can also travel under
the ground and through rocks.

One
of his homes is reputedly under Manitutshu, the Spirit Mountain, a hill at Muskrat
Falls on the Churchill River, Labrador.

Wentshukumishiteu
Wentshukumishiteu,
Small
Wentshukumishiteu
Medium
Wentshukumishiteu,
Large
Small
Elemental (Water, Extraplanar)
Medium
Elemental (Water, Extraplanar)
Large
Elemental (Water, Extraplanar)
Hit
Dice
2d8+2
(11 hp)
4d8+12
(30 hp)
8d8+32
(68 hp)
Initiative +0 +1 +2
Speed 20
ft. (4 squares), Swim 90 ft.
20
ft. (4 squares), Swim 90 ft.
20
ft. (4 squares), Swim 90 ft.
Armor
Class
17
(+1 size, +6 natural), touch 11, flat-footed 17
19
(+1 Dexterity, +8 natural), touch 11, flat-footed 18
20
(-1 size, +2 Dexterity, +9 natural), touch 11, flat-footed 18
Base
Attack/Grapple
+1/-1 +3/+6 +6/+15
Attack Slam
+4 melee (1d6+3)
Slam
+6 melee (1d8+4)
Slam
+10 melee (2d8+5)
Full
Attack
Slam
+4 melee (1d6+3)
Slam
+6 melee (1d8+4)
2
slams +10 melee (2d8+5)
Space/Reach 5
ft./5 ft.
5
ft./5 ft.
10
ft./10 ft.
Special
Attacks
Water
mastery, drench, vortex
Water
mastery, drench, vortex
Water
mastery, drench, vortex
Special
Qualities
Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage
reduction 5/-, Darkvision 60 ft.,
elemental traits
Saves Fort
+4, Ref +0, Will +0
Fort
+7, Ref +2, Will +1
Fort
+10, Ref +4, Will +2
Abilities Strength
14, Dexterity 10, Constitution 13, Intelligence 4, Wisdom 11, Charisma 11
Strength
16, Dexterity 12, Constitution 17, Intelligence 4, Wisdom 11, Charisma 11
Strength
20, Dexterity 14, Constitution 19, Intelligence 6, Wisdom 11, Charisma 11
Skills Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats Power
Attack
Cleave,
Power
Attack
Cleave,
Great
Cleave
, Power Attack
Environment Any
Cold Aquatic
Any
Cold Aquatic
Any
Cold Aquatic
Organization Solitary Solitary Solitary
Challenge
Rating
1 3 5
Treasure None None None
Alignment Usually
neutral
Usually
neutral
Usually
neutral
Advancement 3
HD (Small)
5-7
HD (Medium)
9-15
HD (Large)
Level
Adjustment
Wentshukumishiteu,
Huge
Wentshukumishiteu,
Greater
Wentshukumishiteu,
Elder
Huge
Elemental (Water, Extraplanar)
Huge
Elemental (Water, Extraplanar)
Huge
Elemental (Water, Extraplanar)
Hit
Dice
16d8+80
(152 hp)
21d8+105
(199 hp)
24d8+120
(228 hp)
Initiative +4 +5 +6
Speed 30
ft. (6 squares), Swim 120 ft.
30
ft. (6 squares), Swim 120 ft.
30
ft. (6 squares), Swim 120 ft.
Armor
Class
21
(-2 size, +4 Dexterity, +9 natural), touch 12, flat-footed 17
22
(-2 size, +5 Dexterity, +9 natural), touch 13, flat-footed 17
23
(-2 size, +6 Dexterity, +9 natural), touch 14, flat-footed 17
Base
Attack/Grapple
+12/+27 +15/+31 +18/+35
Attack Slam
+17 melee (2d10+7)
Slam
+21 melee (2d10+8)
Slam
+25 melee (2d10+9/19-20)
Full
Attack
2
slams +17 melee (2d10+7)
2
slams +21 melee (2d10+8)
2
slams +25 melee (2d10+9/19-20)
Space/Reach 15
ft./15 ft.
15
ft./15 ft.
15
ft./15 ft.
Special
Attacks
Water
mastery, drench, vortex
Water
mastery, drench, vortex
Water
mastery, drench, vortex
Special
Qualities
Damage
reduction 5/-, Darkvision 60 ft.,
elemental traits
Damage
reduction 10/-, Darkvision 60 ft.,
elemental traits
Damage
reduction 10/-, Darkvision 60 ft.,
elemental traits
Saves Fort
+15, Ref +9, Will +7
Fort
+17, Ref +14, Will +9
Fort
+19, Ref +16, Will +10
Abilities Strength
24, Dexterity 18, Constitution 21, Intelligence 6, Wisdom 11, Charisma 11
Strength
26, Dexterity 20, Constitution 21, Intelligence 8, Wisdom 11, Charisma 11
Strength
28, Dexterity 22, Constitution 21, Intelligence 10, Wisdom 11, Charisma 11
Skills Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats Alertness, Cleave, Great
Cleave
, Power Attack, Improved
Bull Rush
, Iron Will
Alertness, Cleave, Great
Cleave
, Improved Bull
Rush
, Improved Sunder, Iron Will, lightning
reflexes
, Power Attack
Alertness, Cleave, Great
Cleave
, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron
Will
, lightning reflexes, Power Attack
Environment Any
Cold Aquatic
Any
Cold Aquatic
Any
Cold Aquatic
Organization Solitary Solitary Solitary
Challenge
Rating
7 9 11
Treasure None None None
Alignment Usually
neutral
Usually
neutral
Usually
neutral
Advancement 17-20
HD (Huge)
22-23
HD (Huge)
25-48
HD (Huge)
Level
Adjustment

A
Wentshukumishiteu can’t venture more than 180 feet from the body of water from
which it was conjured.

Combat

A
Wentshukumishiteu prefers to fight in a large body of water where it can disappear
beneath the waves and suddenly swell up behind its opponents.

Water
Mastery (Ex): A Wentshukumishiteu gains a +1 bonus on attack and
damage rolls if both it and its opponent are touching water. If the opponent
or the elemental is touching the ground, the elemental takes a -4 penalty
on attack and damage rolls. (These modifiers are not included in the statistics
block.)

A
Wentshukumishiteu can be a serious threat to a ship that crosses its path. Wentshukumishiteu
can easily overturn small craft (5 feet of length per Hit Die of the elemental)
and stop larger vessels (10 feet long per HD). Even large ships (20 feet long
per HD) can be slowed to half speed.

Drench
(Ex): The
Wentshukumishiteu’s touch puts out torches, campfires, exposed lanterns, and
other open flames of nonmagical origin if these are of Large size or smaller.
The creature can dispel magical fire it touches as dispel
magic
(caster level equals elemental’s HD).

Vortex
(Su): The Wentshukumishiteu can transform itself into a whirlpool once
every 10 minutes, provided it is underwater, and remain in that form for up
to 1 round for every 2 HD it has. In vortex form, the elemental can move through
the water or along the bottom at its Swim speed. The vortex is 5 feet wide
at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending
on the Wentshukumishiteu’s size. The Wentshukumishiteu controls the exact
height, but it must be at least 10 feet.

The
Wentshukumishiteu’s movement while in vortex form does not provoke attacks of
opportunity, even if the Wentshukumishiteu enters the space another creature occupies.
Another creature might be caught in the vortex if it touches or enters the vortex,
or if the Wentshukumishiteu moves into or through the creature’s space.

Creatures
one or more size categories smaller than the Wentshukumishiteu might take damage
when caught in the vortex (see the table below for details) and may be swept up
by it. An affected creature must succeed on a Reflex save when it comes into contact
with the vortex or take the indicated damage. It must also succeed on a second
Reflex save or be picked up bodily and held suspended in the powerful currents,
automatically taking damage each round. An affected creature is allowed a Reflex
save each round to escape the vortex. The creature still takes damage, but can
leave if the save is successful. The DC for saves against the vortex’s effects
varies with the Wentshukumishiteu’s size. The save DC is Strength-based.

Creatures
trapped in the vortex cannot move except to go where the elemental carries them
or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act
normally, but must make a Concentration check (DC 10 + spell level) to cast a
spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a
-2 penalty on attack rolls. The elemental can have only as many creatures trapped
inside the vortex at one time as will fit inside the vortex’s volume.

The
Wentshukumishiteu can eject any carried creatures whenever it wishes, depositing
them wherever the vortex happens to be. A summoned Wentshukumishiteu always ejects
trapped creatures before returning to its home plane.

If
the vortex’s base touches the bottom, it creates a swirling cloud of debris. This
cloud is centered on the elemental and has a diameter equal to half the vortex’s
height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures
5 feet away have concealment, while those farther away have total concealment.

Those
caught in the cloud must make a Concentration check (DC 15 + spell level) to cast
a spell.

An
Wentshukumishiteu in vortex form cannot make slam attacks and does not threaten
the area around it.

Skills: A Wentshukumishiteu has a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action while swimming, provided
it swims in a straight line.

Wentshukumishiteu
Sizes
——-
Vortex ——-
Wentshukumishiteu Height Weight Save
DC
Damage Height
Small 4
ft.
34
lb.
13 1d4 10-20
ft.
Medium 8
ft.
280
lb.
15 1d6 10-30
ft.
Large 16
ft.
2,250
lb.
19 2d6 10-40
ft.
Huge 32
ft.
18,000
lb.
25 2d8 10-50
ft.
Greater 36
ft.
21,000
lb.
28 2d8 10-60
ft.
Elder 40
ft.
24,000
lb.
31 2d8 10-60
ft.

Native American BorderNative American Border

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Main Bestiary
To
North American Monsters

The
Worlds of Mankind is owned and created by Mark John Goodwin

The
text on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License
version 6.0.

A copy of this License can be found at www.wizards.com/d20.

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