Colossal Outsider (angel, extraplanar, good)
Hit Dice: 39d8+702 HD (877 hp)
Speed: 120 ft. (24 squares), Fly 240 ft. (average)
Armor Class: 44 (+1 dex, +41 natural, -8 size), touch 3, flat-footed 43
Base Attack/Grapple: +39/+76
Attack: +5 colossal spear of return and long shot +57 melee/ranged (4d8+32) or slam +52 melee (3d8+21)
Full Attack: +5 colossal spear of return and long shot +57/+52/+47/+42 melee/ranged (4d8+32) and 2 wings (3d6+10) or 2 slams +52 melee (4d8+21) and 2 wings +47 melee (3d6+10)
Space/Reach: 40 ft./40 ft. (100 ft. with wings)
Special Attacks: Crush, golden vengeance, immensity of spirit, spell-like abilities, spells
Special Qualities: Damage reduction 30/epic and evil, darkvision 60 ft., low-light vision, heaven's gait, immunity to acid, cold, electricity, despair, fear, and petrification, outsider traits, protective aura, resistance to fire and sonic 10, spell resistance 46, tongues
Saves: Fort +39, Ref +22, Will +32
Abilities: Str 52 (+21), Dex 13, Con 47 (+18), Int 22 (+6), Wis 33 (+11), Cha 38 (+14)
Skills: Diplomacy +56, Escape Artist +43, Intimidate +56, Heal +53, Listen +53, Knowledge (any 3) +48, Search +48, Spot +53, Spellcraft +48, Survival +53
Feats: Adroit Flyby Attack
, Awesome Blow, Flyby Attack, Frightful Presence
, Hover, Improved Bull Rush, Improved Initiative, Improved Sunder, Large and In Charge
, Power Attack, Power Climb
, Snatch, Wingstorm
(considered great wyrm)
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 33
Treasure: No coins; double goods; standard items
Alignment: Any good
Advancement: 40-80 HD (Colossal)
Level Adjustment: -
Welkins appear as enormous men and women, besides which even titans seems as children. Their mass is so proportionate however that until one nears and realizes their true size they seem not of any truly great stature. Wings of white to creamy to stormy grey feathers grow from their backs, spreading to sizes that would rival a king amongst rocs. When they wear clothing it is alike to sheets spread across their bodies, breezy and unadorned. It is instead their beauty and liviliness (as well as size) with which they are decorated. They have energetic, bugling voices that can be heard for miles if they wish.
Welkins are the giants of the upper planes, who overtop almost all others in both stature and spirit. They are rarely to be found on the ground, prefering to glory in the flight or traipsing amongst the clouds and watching the business below from their exclusive vantage point. While in mortal lands they almost always remain hidden. Even when they reveal themselves it is rarely more than their feet seen, the rest of them hidden within a thick fog. Though gentle giants with a grace and thoughtfulness to their movements, they tend to be the ultimate guardsman of the upper planes, patrolling far above but ever watchful.
Welkins speak Celestial, Draconic and Giant, using their tongues ability for converse with other creatures. They stand over 40 feet tall and weigh untold tons.
A welkin that is moved to do battle has met a terrifying foe indeed. They tend to scare or intimidate creatures that threaten them, often able to simply pluck them up and squeeze them into unconsciousness. When they do fight all lesser beings best clear, for their wings are as tornadoes and their feet earthquakes. They prefer to fly down and crush their victims, grabbing them up and then flying as far up as they can before releasing their foe.
A welkin's natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
This special attack allows a flying or jumping welkin to land on opponents as a standard action to crush them. Crush attacks are effective only against opponents of Huge size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit in the welkin's space. Creatures in the affected area must succeed on a Reflex save (DC 37) or be pinned, automatically taking 5d6+32 bludgeoning damage during the next round unless the welkin moves off them. If the welkin chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they donít escape.
Golden Vengeance (Ex):
Whenever a welkin is hit for 20 points of damage or more it's golden blood sprays out in a 20 foot cone in the direction of the attack. This spray deals 10d6 damage, half of which is acid the other half unnamed holy energy (reflex DC 37 halves). The spray then coalesces into a roiling cloud which attacks the welkin's opponent (this creature is considered a medium celestial water elemental under the effects of a gaseous form spell).
Heaven's Gait (Su):
A welkin can walk atop clouds, smoke, and other gasous substances as if they were perfectly solid. They may also walk across liquids as the Water Walk spell.
Immensity of Spirit (Ex):
Evil creatures that can see the welkin must succeed on a DC 43 will save or cower. Neutral creatures are shaken. Good aligned beings however feel comforted by the presence of this enormous being and are affected as if by the Good Hope spell while in the welkin's presence. Those who make the save are not affected by this ability for 24 hours. A welkin's size cannot be lessened by any spell or ability. As well they are immune to ability damage and drain.
Protective Aura (Su)
: Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the welkin. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 39). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the welkinís statistics block.)
Caster level 30th. Save DC's are Wisdom-based.
At Will - Control Winds, Daylight, Detect Evil, Fog Cloud, Greater Scrying, Greater Plane Shift, Remove Fear, Wind Walk
3/day - Control Weather, *Dragon Cloud, Holy Word, Reverse Gravity, Summon Monster IX, Sunburst
1/day - Nailed to the Sky (epic spell), Storm of Vengeance
1/week - Eclipse (epic spell)
* From the Book of Exalted Deeds
Welkins can cast divine spells as 30th-level clerics. A welkin has access to two of the following domains: Air, Good, Glory, Protection, or *Weather (plus any others from its deity). The save DCs are Wisdom-based.
* From Complete Divine
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 21 + spell level):
0 - Create Water, Detect Magic, Guidance, Light, Resistance, Virtue
1st - Command, Endure Elements, Detect Evil, Entropic Shield, Obscuring Mist, *Protection from Evil, +Ray of Hope, Shield of Faith, +Vision of Heaven
2nd - *Aid, Calm Emotions, Cure Moderate Wounds, Eagle's Splendor, Enthrall, Hold Person, Make Whole, Resist Energy, Shield Other
3rd - +Blessed Sight, Curse Serious Wounds, Dispel Magic, +Inspired Aim, Invisibility Purge, *Magic Circle Against Evil, Searing Light, Obscure Object, Wind Wall
4th - Air Walk, +Celestial Brilliance, Dimensional Anchor, Dismissal, Divination, Divine Power, *Holy Smite, Lesser Planar Ally
5th - Break Enchantment, Dispel Evil, Greater Command, *Holy Sword, Mass Cure Light Wounds, Raise Dead, Righteous Might, True Seeing
6th - Banishment, *Bolt of Glory, Forbiddance, Heal, Heroes Feast, Mass Cure Moderate Wounds, Planar Ally
7th - Control Weather(2), Holy Word, Mass Cure Serious Wounds, Resurrection, *Sunbeam, +Tomb of Light
8th - *Crown of Glory, Earthquake(2), Greater Planar Ally, Holy Aura, Mass Cure Critical Wounds
9th - *Gate, Mass Heal, Miracle, Storm of Vengeance, True Resurrection(2)
* Domain spell. Domains: Good and Glory.
+ from Book of Exalted Deeds
A welkin can speak with any creature that has a language, as though using a tongues spell (caster level 39). This ability is always active.