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Alle prese con i miei figli, ho imparato che molti giochi per loro "nuovi", spesso non sono altro che un richiamo a cliché già visti o a storie, vicende e creature che tutti ben conoscono.
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Visto così non fa molta paura. |
Ma chi o cosa è il Windigo?
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Fonte: Avalon Comic Art |
Curiosamente, nonostante l'appeal da creatura terribile e di stampo horrorifico, essa non ha trovato spazio espressamente nel ciclo di racconti e romanzi di H.P. Lovecraft, dando linfa a quel capolavoro che corrisponde al Ciclo di Chthlhu, anche se senz'altro si possono trovare delle corrispondenze con alcune Entità o creature.
Venendo dunque a noi, quando appare il Windigo in D&D?
Un archetipo poco sfruttato in 3.5
Il Windigo appare per la prima volta nel compendio Abissi ed Inferi, regolamento di 3.5 pagina 190 dell'edizione italiana.
Ho anche trovato delle versioni adattate alla 5° edizione, ma non possedendo tutti i manuali non sono riuscito a capire se si trattasse di qualcosa di ufficiale o di creato ad hoc.
Ciò premesso, andiamo a vedere un po' il mostrillo, che come scrivevo già in apertura è in realtà un archetipo, applicabile a qualsiasi creatura corporea, sia essa di tipo Animale, un Umanoide, un Gigante, un Umanoide mostruoso, una Bestia Magica.
Perchè questo particolare archetipo dovrebbe rientrare a pieno titolo nel nostrano Bestiario Bastardo©?
E' anche vero che chi vanta dei buoni tiri salvezza, e quindi appartiene ad una classe marziale, difficilmente rischierà di venire infettato (la CD infatti è 10+1/2 dei dadi vita del Windigo + modificatore di Costituzione) ma come si suol dire "il dado è icosaedro" e si può sempre incappare nell'1 naturale.
Volendo, quindi, il Windigo può fiaccare la creatura selezionata per giorni, se non settimane, mettendola in stato di profonda agitazione e paranoia perchè, oltre ai Sussurri, la vittima può venire colpita anche dalla capacità di Coda dell'Occhio: ella ha sempre la sensazione di vedere il Windigo in agguato ai limiti del proprio campo visivo ma, inutile dirlo, ogni qual volta si girerà per osservare meglio, localizzarlo o attaccarlo, non vedrà o troverà mai nulla.
Salvo il caso che la vittima prescelta azzecchi tre tiri salvezza di fila su Volontà per sfuggire ai Sussurri, il che comunque non lo mette al riparo dal Coda dell'Occhio, il Windigo prima o poi deciderà ad attaccare: il rischio per il personaggio, oggetto della caccia della creatura, è ovviamente quello di contrarre la malattia, che ha come conseguenza estrema il provocare la nascita di un nuovo Windigo.
Nel momento in cui la vittima del morso, che abbia contratto la malattia fallendo il tiro salvezza sulla Tempra, cede anche alla prova di Saggezza (attenzione, non un TS su Volontà) e si nutre di carne della propria stessa specie, commettendo in sostanza cannibalismo, ecco che la maledizione si completa. Il personaggio continuerà a perdere punti di Saggezza e quando esso sarà azzerato ecco che si trasformerà nel malvagio essere (sottotipo: folletto) di allineamento Caotico Malvagio.
Le statistiche base della creatura migliorano di +4 a Forza, +8 a Destrezza, +4 a Costituzione, +2 a Saggezza e +4 a Carisma: inutile dire che un caster diventa veramente una minaccia terribile, specie se in vita fosse uno Stregone, un Bardo (incantesimi per confondere a gogo, affascinare, suggestione e così via) o una classe quale un ladro, uno scout, un ladro magico oppure, in barba alla perdita di PF, un barbaro che compensi le mancanze di Punti Ferita con una aggressività mostruosa e la possibilità di volare e spostarsi nell'aria senza limite alcuno.
Bring him back: un grande guerriero di una tribù di barbari si è recato nelle foreste, in pieno inverno, per un suo rito di iniziazione, che prevede di catturare un animale, una bestia magica oppure di uccidere un mostro molto pericoloso. Incappato in un Windigo, il guerriero è riuscito ad uccidere la creatura ma è rimasto ferito ed infettato per la troppa sicurezza mostrata in battaglia. Quando alcuni giovani si recano sul posto, per cercare il combattente svanito da alcuni giorni, vengono da questi aggrediti, uccisi e cannibalizzati, completando così la trasformazione in Windigo, anche se molto più pericoloso e potente del suo predecessore. Il gruppo dovrà scoprire cosa è successo nella foresta, recuperare il guerriero - di cui ignorano ovviamente la condizione - e riportare indietro i giovani che sono partiti alcuni giorni prima con il medesimo scopo. Potete considerare un Windigo con una base di Guerriero 2 e Barbaro 2 di razza Umana o Elfica. E si, è un po' la trama di quel numero di Magico Vento, non c'è bisogno di ribadirlo.
Sia come sia, la Creatura conserva un grande raziocinio e astuzia, ed ha in mente di continuare in maniera distorta le proprie abitudini della vita precedente: per questo si sforza di attirare gente curiosa, colta o ricca o entrambe le cose, con la promessa di straordinarie rivelazioni su scoperte del passato, scampoli di futuro, o cacce al tesoro colme di ricompense o altro ancora.
- Leo "Lordgirsa" d'Amato-
Gli altri appuntamenti con il Bestiario Bastardo©:
- BB 01: ll Flagello Proteiforme
- BB 02: L'annegato
- BB 03: Il Giullare Grigio
Disclaimer: The images used in this review have been selected and published in compliance with copyright and intellectual property laws. Unless otherwise specified, the images were obtained from sources believed to be in the public domain or released under licenses that allow their use for illustrative and non-commercial purposes within the review.
Fourth installment of the Bastard Bestiary©, a column I created and developed back then on Isola Illyon, which I have now proudly revived and continue independently.
Working with my own children, I've learned that many "new" games for them are often nothing more than a nod to familiar clichés or stories, events, and creatures.
Any young adult who witnessed the appearance of Demogorgon in the popular television series Stranger Things may have flinched, but anyone who's played Dungeons & Dragons would have said they were already familiar with that creature.
And it's no coincidence that the connection between ST and D&D is particularly strong.
So now, in the popular game Roblox - 99 Nights, yet another current fad because it's famous because creators, or YouTubers, whatever you want to call it, talk about it, and the creators talk about it because it's famous, an old acquaintance has appeared: the Windigo, the Insatiable Creature, the obstacle for players who must compete in 99 simulated Nights of survival within the game.
But who or what is the Windigo?
I first encountered this kind of creature thanks to the Bonelli comic, Magico Vento, a publication that, by blending westerns with horror, the supernatural, and history, managed to be much more compelling than Tex Willer and capable of maintaining the same peculiarities that made Dylan Dog so beloved at the time.
In a 1998 adventure, volume 8 if I recall correctly, the protagonist had to confront this creature, who in reality had been, in life, a great warrior, later cursed, who had exterminated his companions, becoming the Insatiable.
The allure of this creature led me to adapt it to The Lord of the Rings in an adventure played through Girsa, contextualizing it and making it blatantly supernatural, close to the concept of a Ghost: an adventure in which the party had a blast, despite risking death countless times.
To answer the question in the title of the article, it's a spirit, both corporeal and incorporeal, with bestial features, belonging to the mythology and folklore of the American Indians who settled along the coast, the so-called Great Lakes Region, between the United States and Canada. Called wiindigo in the Ojibwe language or wīhtikōw in the Cree language and transliterated in at least a dozen different ways, it is a being born from a curse by a witch or shaman, from the bite of another Windigo, or from an act of violence followed by cannibalism.
The creature, which can take various forms, from the most bestial with deer antlers (chosen for 99 Nights) to that of a Gigantic Humanoid along the lines of those in Attack on Titan, is afflicted by an insatiable hunger, which drives it to devour food, then grow, become hungry again, and so on.
Being a creature that belongs to frozen regions, so to speak, it has an extremely fast metabolism and a heart of ice (or ice-cold, depending on the interpretation). It can only die by slowing that metabolism by preventing it from eating, by throwing it into freezing water, or, as shown in Wind Magic, by burning its "heart," the fetish cursed by the witch or shaman responsible for its transformation into Windigo.
Similar "[...] to the Windigo (in area, proximity, and cannibalistic propensities) are the disturbing daughters of Dzunukwa, the Wild Woman of the Woods, who appear in the Canadian series dedicated to the exile of Sitting Bull." (Source: Sergio Bonelli)
Curiously, despite its appeal as a terrifying and horror-like creature, it did not find its way specifically into H.P. Lovecraft, giving life to that masterpiece that corresponds to the Chthlhu Mythos, although certain parallels can certainly be found with certain Entities or creatures.
So, coming to us, when did the Windigo appear in D&D?
An underused archetype in 3.5
The Windigo appears for the first time in the Fiend Folio compendium, 3.5 rulebook, page 190 of the Italian edition.
I also found versions adapted to the 5th edition, but since I don't have all the manuals, I couldn't determine whether it was an official or ad hoc creation.
That said, let's take a look at the monster, which, as I mentioned at the beginning, is actually an archetype, applicable to any corporeal creature, be it an Animal, a Humanoid, a Giant, a Monstrous Humanoid, or a Magical Beast.
Why should this particular archetype be fully included in our Bastard Bestiary©?
COMBAT STRATEGY
For starters, the racial or class HD, if present, change to D6, after which the creature gains the ability to fly with 120 feet of speed and perfect maneuverability (which may not seem like much, but for a Lep +2, it's anything but mediocre) or that possessed by the creature, if better and possessing the ability to Wind Walk at will, switching between material and incorporeal form at will.
It goes without saying that if the creature were a spellcaster in life, this step would be extremely beneficial, while it's true that classes with a higher Hit Die (d8, d10, or d12) would be penalized, even severely.
It's also true that those with good saving throws, and therefore belonging to a martial class, are unlikely to risk becoming infected (the DC is 10 + 1/2 the Windigo's Hit Dice + Constitution modifier), but as they say, "the die is an icosahedron," and you can always end up with a natural 1.
The strength of this archetype comes from the fact that it can use its supernatural Whispers of Madness ability within 120 feet once per day, allowing it to lower the Wisdom of the chosen victim by 1d3—the only one who, incidentally, can hear these sounds.
Therefore, if desired, the Windigo can weaken the targeted creature for days, if not weeks, putting it into a state of profound agitation and paranoia because, in addition to the Whispers, the victim can also be affected by the Coarse Eye ability: the victim always has the sensation of seeing the Windigo lurking at the edge of their field of vision, but, needless to say, whenever they turn to get a better look, locate it, or attack it, they never see or find anything.
Unless the targeted victim succeeds three Will saves in a row to escape the Whispers, which still doesn't protect them from the Coarse Eye, the Windigo will eventually decide to attack: the risk for the character, the object of the creature's hunt, is obviously that of contracting the disease, which ultimately results in the birth of a new Windigo.
When the bite victim, who has contracted the disease by failing a Fortitude save, also succumbs to a Wisdom check (note, not a Will save) and feeds on the flesh of his own species, essentially committing cannibalism, the curse is complete. The character will continue to lose Wisdom points, and when they reach zero, he will transform into a vicious being (subtype: fey) of Chaotic Evil alignment.
All of these things make the Windigo a worthy opponent for the Bastard Bestiary©, as modifying the base creature only results in a +2 Lep, allows it to gain a unique subtype such as Fey, offers a free feat (Follow Tracks), and bonuses to Move Silently, Hide, and Survival of +8, making it a truly dangerous and relentless hunter.
The creature's base stats improve by +4 to Strength, +8 to Dexterity, +4 to Constitution, +2 to Wisdom, and +4 to Charisma: needless to say, a caster becomes a truly terrible threat, especially if in life he were a Sorcerer, a Bard (spells to confuse, charm, suggestion, and so on) or a class such as a rogue, a scout, a magic thief, or, despite the loss of HP, a barbarian who compensates for the lack of Hit Points with monstrous aggression and the ability to fly and move through the air without any limit.
It's true that such a creature is bound to a CM alignment, but then again, a drow, almost always evil, has the same +2 Lep but embarrassing stats and qualities compared to the Windigo archetype, not to mention the ability to Windwalk at will and fly with enviable grace, allowing them to engage in aerial duels that are dangerous even for those of even low-to-medium level.
To put it very simply, a 3rd-level group facing a 1st-level Windigo warrior or barbarian would be at considerable risk of both their lives and the risk of infection, without access to any kind of costly cure in the short term.
GAME POINTS
Bring him back: A great warrior from a barbarian tribe has gone into the forests in the dead of winter for his initiation rite, which involves capturing an animal, a magical beast, or slaying a very dangerous monster. Having encountered a Windigo, the warrior managed to slay the creature but was injured and infected due to his overconfidence in battle. When some young men go to the site to search for the warrior who vanished days ago, they are attacked, killed, and cannibalized, thus completing the transformation into a Windigo, albeit one much more dangerous and powerful than his predecessor. The group must discover what happened in the forest, recover the warrior—whose condition they are obviously unaware of—and bring back the young men who left a few days earlier for the same purpose. Consider a Windigo with a base of Warrior 2 and Barbarian 2 of the Human or Elven race. And yes, it's a bit like the plot of that issue of Magico Vento, no need to reiterate.
He Who Whispered in the Darkness: a tribute to the story by H.P. Lovecraft, whose works I'm catching up on thanks to audiobooks, this plot features a spellcaster (sorcerer or bard, the latter being preferable) who became a Windigo due to a powerful curse. You can choose whether this was due to being too greedy, or voracious for forbidden knowledge, or some other kind of hunger. Be that as it may, the Creature retains great reasoning and cunning, and plans to continue, in a distorted way, the habits of its previous life: for this reason, it strives to attract people who are curious, cultured, or wealthy, or both, with the promise of extraordinary revelations about past discoveries, glimpses of the future, or treasure hunts filled with rewards, or something else entirely. Using his spells, he will try to ensnare his opponents, always staying in the shadows of a dimly lit room, pretending to be sitting in an armchair from which he can ventriloquize, and preparing spells that can give him an advantage. If forced to flee, he will begin stalking one of the characters using Whispers of Madness and Glance, thus exploiting paranoia and fear to his advantage. In this case, you might consider a 6th or 7th-level Sorcerer or Bard to provide a challenging encounter for your gaming group.
Winter is coming: an evil druid, long ago banished from his Circle and thus embracing the path of the Renegade (Perfect Priest), has taken to consuming vegetation to further exploit his powers. Tied to an evil deity who prizes the Hunt, the law of the strongest, or simply the desire to lure new prey into submission (Malar in the Forgotten Realms, for example), he consciously chose to become a Windigo and then rid himself of his ancestor. Now, the Forsaken is drying up the vegetation in a certain area, plunging it into eternal frost and winter. Only our group can uncover this threat, discover its origins, perhaps seeking the support of one of the area's Druids, and ultimately come to a showdown with the Forsaken. For this idea, which is intended for high levels, you can consider a 5th-level Druid / 10th-level Renegade with the Windigo archetype for a CR of 17.
- Leo "Lordgirsa" d'Amato-
Other entries in the Bastard Bestiary©:
- BB 01: The Protean Scourge
- BB 02: The Drowned Man
- BB 03: The Gray Jester
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