Converting Monsters from D&D Official Video Games

Shade

Monster Junkie
And here's the beginning stat block:

Devil, Velithuu
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+128 (200 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 36 (–1 size, +7 Dex, +20 natural) touch 16, flat-footed 29
Base Attack/Grapple: +16/+31
Attack: Longspear +26 melee (2d6+16/x3 plus 1d8 electricity) or +2 shocking burst shortbow +24 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)
Full Attack: Longspear +26/+21/+16/+11 melee (2d6+16/x3 plus 1d8 electricity) and tail slap +21/+16/+11/+6 melee (3d8+5 plus 1d8 electricity) or +2 shocking burst shortbow +24/+24/+19/+14/+9 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)
Space/Reach: 10 ft./10 ft. (15 ft. with longspear)
Special Attacks: Frightful presence, shock, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to electricity, fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 29, telepathy 100 ft.
Saves: Fort +18, Ref +17, Will +15
Abilities: Str 33, Dex 25, Con 27, Int 16, Wis 20, Cha 24
Skills: Balance +9, Bluff +26, Concentration +27, Diplomacy +11, Disguise +7 (+9 acting), Hide +26, Intimidate +28, Jump +17, Listen +24, Knowledge (the planes) +21, Move Silently +26, Search +21, Sense Motive +24, Spot +24, Survival +5 (+7 on other planes), Tumble +26
Feats: Combat Reflexes, Manyshot, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot
Environment: Nine Hells of Baator
Organization: Solitary, team (2–4), or squad (6–10)
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus +2 shocking burst shortbow
Alignment: Always lawful evil
Advancement: 17-24 (Large); 25-48 (Huge)
Level Adjustment: -

This being has a muscular humanoid upper body with a gargoyle face. Its body is serpentine from the waist down, and is covered in greenish-gray scales. Spines sprout from the creature's back and arms. Small antlers jut out of its forehead. Jolts of electricity dance around its body in random intervals.

Velithuus serve as elite assault troops and enforcers in the baatezu ranks.

A velithuu stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

Velithuus speak Infernal, Celestial, and Draconic.

Combat

Velithuus open combat at range with a volley of arrows from their shocking burst bows, utilizing the Manyshot feat to fire multiple arrows while moving. Once combatants are within melee range, they use metal spears which conduct their natural electricity and powerful tail slaps.

A velithuu's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Frightful Presence (Ex): When a velithuu charges or attacks, it inspires terror in all creatures within 60 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a DC 25 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that velithuu's frightful presence for 24 hours. Devils ignore the frightful presence of velithuus. The save DC is Charisma-based.

Shock (Ex): A velithuu generates so much electricity that its mere touch deals additional electricity damage. Velithuus' metallic weapons also conduct this electricity.

Spell-Like Abilities: At will—call lightning (DC 20), dispel chaos (DC 22), dispel good (DC 22), greater teleport (self plus 50 pounds of objects only), inflict serious wounds (DC 20), lightning bolt (DC 20), magic circle against good, persistant image (DC 22); 3/day—blasphemy (DC 24), chain lightning (DC 23), dispel magic, unholy aura (DC 25). Caster level 18th. The save DCs are Charisma-based.

Summon Baatezu (Sp): Once per day a velithuu can attempt to summon 2d4 bone devils with a 75% chance of success, 1 ice devil with a 50% chance of success, or another velithuu with a 20% chance of success. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): A velithuu takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

The velithuu first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 
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Krishnath

First Post
Hmm... In that case I think we should probably give them 16 HD, thus making them slightly stronger than the Horned Devil.

Abilities: Str 33, Dex 25, Con 27, Int 16, Wis 20, Cha 24?

Natural Armor: +20 natural?

On another note, may I suggest we do Belhifet next?
 


Shade

Monster Junkie
Wow! This guy is shaping up to be a real powerhouse.

Some thoughts:

Speed: 40 ft. (as marilith, which has similar body shape)?

Should it have a tail slap, as both the marilith and noble salamanders (which it resembles)?

DR 10/good and silver or 15/good and silver? (It falls right between the cornugon and pit fiend, which have these respectively).

How about something similar to the salamander's heat ability, except for electricity?

Should it have fear aura and/or regeneration, as both the cornugon and pit fiend have these abilities?
 

Krishnath

First Post
Shade said:
Wow! This guy is shaping up to be a real powerhouse.

Some thoughts:

Speed: 40 ft. (as marilith, which has similar body shape)?
Yes.

Shade said:
Should it have a tail slap, as both the marilith and noble salamanders (which it resembles)?
Yes.

Shade said:
DR 10/good and silver or 15/good and silver? (It falls right between the cornugon and pit fiend, which have these respectively).
DR 10/good and silver seems to be the best option, it is weaker than the Pit Fiend after all.

Shade said:
How about something similar to the salamander's heat ability, except for electricity?
sounds like a plan, call it electric aura or some such.

Shade said:
Should it have fear aura and/or regeneration, as both the cornugon and pit fiend have these abilities?
Give it frightful presence (as dragons) rather than a fear aura, as for the regeneration, yes definetly.
 

Shade

Monster Junkie
Cool. I've updated it again.

What value shall we give for regeneration? Both cornugons and pit fiends have regeneration 5, so shall we just stick with that?

I think we need to add some spell-like abilities. I'd suggest a few more electricity-based abilities, like lightning bolt and/or chain lightning, and some more "devil standards", like magic circle against good and unholy aura. Any suggestions? Since both the cornugon and pit fiend have caster level equal to HD, I'd recommend we stick with that for the velithuu.

For organization, a quick glance at various devils shows that most have Solitary, team (2–4), or squad (6–10), and some also have troupe, which includes mixed types. We also need to determine what other baatezu they summon, which might help with a troupe entry if we use it.
 

Krishnath

First Post
Regen 5 is good (good and holy vunerability?).

Spell likes, add the following:

At will - Dispel chaos, Dispel Good, Lightning Bolt, Magic circle against good, and Persistant Image.

3/day - Chain Lightning, Unholy Aura.

Perhaps one or two more? Blasphemy perhaps?

As for what it should summon: Gelugons. 50% chance, or Osyluths 75% chance.

Organization: Solitary, team (2–4), or squad (6–10), sounds perfect. :D
 

Shade

Monster Junkie
I like your spell-like suggestions. Let's add blasphemy, and how about dispel magic to remove those pesky electricity resistance effects?

How about this:

Summon Baatezu (Sp): Once per day a velithuu can attempt to summon 2d4 bone devils with a 75% chance of success, 1 ice devil with a 50% chance of success, or another velithuu with a 20% chance of success. This ability is the equivalent of an 8th-level spell.
 

Krishnath

First Post
Shade said:
I like your spell-like suggestions. Let's add blasphemy, and how about dispel magic to remove those pesky electricity resistance effects?

How about this:

Summon Baatezu (Sp): Once per day a velithuu can attempt to summon 2d4 bone devils with a 75% chance of success, 1 ice devil with a 50% chance of success, or another velithuu with a 20% chance of success. This ability is the equivalent of an 8th-level spell.
All sounds good, Dispel Magic 3/day?
 
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Shade

Monster Junkie
Updated with what we discussed.

What should we use for tail slap damage? Mariliths do 4d6, noble salamanders do 2d8, both are the same size as velithuu.

Treasure: Standard coins; double goods; standard items, plus +2 shocking burst shortbow?

Advancement: 17-32 HD (Large); 33-48 HD (Huge) [similar to pit fiend], or 17–20 HD (Large); 21–48 HD (Huge) [similar to marilith], or something else?

CR 17?
 

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