Vellso
Vellso
Medium fiend, 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.