Wentshukumishiteu
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To North American Monsters |
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. |
To Main Bestiary |
To North American Monsters |
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Worlds of Mankind is owned and created by Mark John Goodwin
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