Vellso
- Size
- Medium
- Type
- Fiend
- Challenge Rating
- 7
- Source
- Creature Codex
- Alignment
- Chaotic-Evil
- Armor Class
- 15
- Speeds
- 40, climb 40
- Walking Speed
- 40
- Climbing Speed
- 40
- Strength Score
- 18
- Dexterity Score
- 15
- Constitution Score
- 16
- Intelligence Score
- 9
- Wisdom Score
- 14
- Charisma Score
- 7
- Saving Throws
- Dexterity, Constitution
- Skill Proficiencies
- Perception, Stealth, Survival
- Vision
- Darkvision (60ft)
- Languages Ref
- Abyssal, telepathy 120 ft.
- Hit Points
- 120
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Immune to Necrotic Damage, Immune to Poison Damage
- Languages
- Abyssal, Telepathy (120ft)
Medium fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 120 (16d8+48)
Speed 40 ft., climb 40 ft.
- STR
- 18 (+4)
- DEX
- 15 (+2)
- CON
- 16 (+3)
- INT
- 9 (−1)
- WIS
- 14 (+2)
- CHA
- 7 (−2)
Saving Throws Dex +5, Con +6
Skills Perception +5, Stealth +8, Survival +5
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 7 (2,900 XP)
Keen Smell. The vellso has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The vellso has advantage on saving throws against spells and other magical effects.
Magic Weapons. The vellso's weapon attacks are magical.
Spider Climb. The vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The vellso makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and contract the carrion curse disease (see sidebar).
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Constitution saving throw or gain one level of exhaustion. If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic. A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie (see page 393) within 24 hours.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.