0% found this document useful (0 votes)
12 views3 pages

Wel

The document describes a Colossal Magical Beast known as the Wel, detailing its combat statistics, defenses, offensive capabilities, spells, and special abilities. It has high hit points, various resistances, and can inflict disease and dominate opponents with its gaze. The Wel is typically found in temperate swamps and is known for its sadistic behavior, often kidnapping foreigners.

Uploaded by

MichaelStClair
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views3 pages

Wel

The document describes a Colossal Magical Beast known as the Wel, detailing its combat statistics, defenses, offensive capabilities, spells, and special abilities. It has high hit points, various resistances, and can inflict disease and dominate opponents with its gaze. The Wel is typically found in temperate swamps and is known for its sadistic behavior, often kidnapping foreigners.

Uploaded by

MichaelStClair
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

Wel CR

19
XP 204800
CG Colossal Magical Beast
Init +8; Senses Low-Light Vision, Darkvision 60ft, Blindsight 30ft; Perception +26
Auras Aura of Menace
------------------------------
DEFENSE
------------------------------
AC 35, touch 7, flat-footed 30 (-8 size, +4 Dex, +1 dodge, +1 shield, +27 natural)
hp 334 (23d10+207)
Fort +23, Ref +17, Will +9
Defensive Abilities Improved Evasion, Half Damage from Weapons, Channel Resistance
+2
Resist Fire 10
------------------------------
OFFENSE
------------------------------
Speed 110 ft.
Melee 2 wings +31 (2d6+15 plus disease)
Space 40 ft.; Reach 40 ft.

Wizard spells prepared: (CL 14, Concentration +20)


7th-(DC 23) Insanity, Greater Arcane Sight
6th-(DC 22) Contingency, Shadow Walk, Elemental Body III, Undeath to Death
5th-(DC 21) Waves of Fatigue, Magic Jar, Baleful Polymorph, Symbol of Pain
4th-(DC 20) Bestow Curse, Fear, Confusion, Wall of Ice, Lesser Geas
3rd-(DC 19) Gaseous Form, Rage, Suggestion, Displacement, Phantom Steed
2nd-(DC 18) Arcane Lock, Make Whole(2), Cat's Grace, Protection from Arrows,
Whispering Wind
1st-(DC 17) Protection from Chaos/Evil/Good/Law, Summon Monster I, Detect Undead,
Expeditious Retreat, Burning Hands, Detect Secret Doors
0th-(DC 16) Acid Splash, Flare, Mage Hand, Mending

Druid spells prepared: (CL 19, Concentration +19)


9th-(DC 19) Regenerate, Elemental Swarm, Summon Nature's Ally IX
8th-(DC 18) Earthquake, Summon Nature's Ally VIII, Mass Cure Serious Wounds
7th-(DC 17) Wind Walk, Control Weather, Sunbeam, Transmute Metal to Wood
6th-(DC 16) Antilife Shell, Stone Tell, Repel Wood, Mass Bear's Endurance
5th-(DC 15) Cure Critical Wounds, Control Winds, Hallow, Call Lighting Storm
4th-(DC 14) Blight, Scrying, Dispel Magic, Spike Stones
3rd-(DC 13) Magic Fang, Poison(2), Summon Nature's Ally III
2nd-(DC 12) Animal Messenger(2), Lesser Restoration, Cat's Grace
1st-(DC 11) Obscuring Mist, Calm Animals, Hide from Animals, Speak with Animals
0th-(DC 10) Flare, Detect Poison, Know Direction, Mending

Special Attacks Rend (wing, 3d6+22), Dominating Gaze (DC 21), Breath Weapon (70ft.
cone, 19d6 fire damage, Reflex DC 29 for half, usable every 1d4 rounds), Disease
(Su) (wing-injury save DC 21, Onset 1d3 days, frequency 1 day, effect 1d8 Con
damage, cure 2 consecutive saves)
------------------------------
STATISTICS
------------------------------
Str 40, Dex 18, Con 26, Int 23, Wis 10, Cha 10
Base Atk +23; CMB +46; CMD 60 (64 vs. trip)
Feats Diehard, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will,
Mobility, Multiattack, Run, Skill Focus (Stealth), Toughness, Weapon Focus (wing)
Skills Climb +41, Escape Artist +27, Intimidate +23, Knowledge (nature) +29,
Perception +26, Stealth +33, Survival +23, Swim +41
Languages Common
SQ Magical Beast Traits, Heretical Soul, Blindsight 30ft
------------------------------
SPECIAL ABILITIES
------------------------------
Rend (Ex)
When a Wel hits with two or more of the same type of natural attacks in 1 round,
it causes 3d6+22 damage by latching onto the opponent?s body and tearing flesh.
This attack deals an additional amount of damage, but no more than once per round.

Dominating Gaze (Su)


An opponent that meets a Wel's gaze within 70ft. becomes dominated (as Dominate
Person) for 1 day unless they succeed at a DC 21 will save. A successful saving
throw negates the effect. Each opponent within range of a gaze attack must attempt
a saving throw each round at the beginning of his or her turn in the initiative
order. The save DC is charisma-based.

Breath Weapon (Su)


A Wel can exhale a 70ft. cone of fire as a breath weapon. This attack causes 19d6
damage and allows a DC 29 reflex save for Half damage. A Wel can use its breath
weapon once every 1d6 rounds.

Disease Attack (Su)


A Wel causes disease in those it contacts. A Wel's disease has a fortitude save
DC of 21, an onset of 1d3 days, a frequency of 1 day, causes 1d8 con damage, and
takes two saves to cure. The save DC is charisma-based.

Improved Evasion (Ex)


A Wel can avoid even magical and unusual attacks with great agility. If a Wel makes
a successful Reflex saving throw against an attack that normally deals half damage
on a successful save, it instead takes no damage. If the Wel fails its reflex save,
it takes half damage instead of full damage. Improved Evasion can be used only if
the Wel is wearing light armor or no armor. A helpless Wel does not gain the
benefit of Improved Evasion.

Magical Beast Traits


Magical Beasts are similar to animals but can have Intelligence scores higher than
2 (in which case the creature knows at least one language, but can?t necessarily
speak). Magical Beasts usually have supernatural or extraordinary abilities, but
are sometimes merely bizarre in appearance or habits.
-Darkvision 60 feet.
-Low-light vision.
-Magical beasts breathe, eat, and sleep.

Heretical Soul (Su)


A Wel gains a +4 bonus on saving throws against divine spells. In addition, any
attempts to scry on a demodand using divine magic automatically fail. The caster
can see the scryed area normally, but the demodand simply does not appear. This is
not reflected in the Wel's statistics block.

Aura of Menace (Su)


A righteous aura surrounds a Wel. Any hostile creature within a 20-foot radius
must succeed on a DC 23 will save to resist its effects. Those who fail take a -2
penalty on attacks, AC, and saves for 24 hours or until they successfully hit the
Wel that generated the aura. A creature that has resisted or broken the effect
cannot be affected again by the same Wel's aura for 24 hours. The save DC is
charisma-based and includes a +2 racial bonus.

------------------------------
ECOLOGY
------------------------------
Environment: Temperate Swamps
Organization: Squad (3-5)
Treasure: Standard

The Wel has Withered tan skin. Because of their sadistic nature, a Wel will
frequently kidnap foreigners, so they are usually stolen from by outlaws.

You might also like