This large hairy ape-like creature ranges between 8-12 feet tall, weighs in excess of 500 pounds and is covered in snowy white fur.
Wendigo (CR 8)
N Large Monstrous Humanoid (Giant)
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +14
AC 20, touch 12, flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 132 (10d10+82)
Fort +12, Ref +9, Will +8
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +19 (2d6+10)
Ranged Rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +21; CMD 34
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +25, Intimidate +13, Perception +14, Stealth +5 (+13 in snow); Racial Modifiers +4 Stealth (+12 in snow)
SQ Blood Rage, Raise Dukes
Blood Rage (Ex)
When the wendigo takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes (Su)
Once per day and when below 50% hit points, a wendigo can root itself in place, powering up its defenses and countering any physical attack. Using this ability, a wendigo gains DR 10/- and is able to counterattack once per round, once per opponent. Also, the wendigo will be unable to move but is also immune to Bull Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell (DC 25).