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<blockquote data-quote="Shade" data-source="post: 1612378" data-attributes="member: 287"><p>And here's the beginning stat block:</p><p> </p><p><strong>Devil, Velithuu</strong></p><p>Large Outsider (Baatezu, Evil, Extraplanar, Lawful)</p><p>Hit Dice: 16d8+128 (200 hp)</p><p>Initiative: +7</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 36 (–1 size, +7 Dex, +20 natural) touch 16, flat-footed 29</p><p>Base Attack/Grapple: +16/+31</p><p>Attack: Longspear +26 melee (2d6+16/x3 plus 1d8 electricity) or <em>+2 shocking burst shortbow</em> +24 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)</p><p>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 <em>+2 shocking burst shortbow</em> +24/+24/+19/+14/+9 ranged (1d8+2 plus 1d6 electricity/x3 plus 2d10 electricity)</p><p>Space/Reach: 10 ft./10 ft. (15 ft. with longspear)</p><p>Special Attacks: Frightful presence, shock, spell-like abilities, <em>summon baatezu</em></p><p>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.</p><p>Saves: Fort +18, Ref +17, Will +15</p><p>Abilities: Str 33, Dex 25, Con 27, Int 16, Wis 20, Cha 24</p><p>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</p><p>Feats: Combat Reflexes, Manyshot, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot</p><p>Environment: Nine Hells of Baator</p><p>Organization: Solitary, team (2–4), or squad (6–10)</p><p>Challenge Rating: 17</p><p>Treasure: Standard coins; double goods; standard items, plus +<em>2 shocking burst shortbow</em></p><p>Alignment: Always lawful evil</p><p>Advancement: 17-24 (Large); 25-48 (Huge)</p><p>Level Adjustment: -</p><p> </p><p><em>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.</em></p><p> </p><p>Velithuus serve as elite assault troops and enforcers in the baatezu ranks.</p><p> </p><p>A velithuu stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.</p><p> </p><p>Velithuus speak Infernal, Celestial, and Draconic.</p><p> </p><p>Combat</p><p> </p><p>Velithuus open combat at range with a volley of arrows from their <em>shocking burst bows</em>, 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. </p><p> </p><p>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.</p><p> </p><p><strong>Frightful Presence (Ex):</strong> 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.</p><p> </p><p><strong>Shock (Ex):</strong> A velithuu generates so much electricity that its mere touch deals additional electricity damage. Velithuus' metallic weapons also conduct this electricity.</p><p> </p><p><strong>Spell-Like Abilities:</strong> At will—<em>call lightning</em> (DC 20), <em>dispel chaos</em> (DC 22), <em>dispel good</em> (DC 22), <em>greater teleport</em> (self plus 50 pounds of objects only), <em>inflict serious wounds</em> (DC 20), <em>lightning bolt</em> (DC 20), <em>magic circle against good, persistant image</em> (DC 22); 3/day—<em>blasphemy</em> (DC 24), <em>chain lightning</em> (DC 23), <em>dispel magic, unholy aura</em> (DC 25). Caster level 18th. The save DCs are Charisma-based.</p><p> </p><p><strong><em>Summon Baatezu (Sp):</em></strong> 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.</p><p> </p><p><strong>Regeneration (Ex):</strong> A velithuu takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.</p><p> </p><p><strong>See in Darkness (Su):</strong> All baatezu can see perfectly in darkness of any kind, even that created by a <em>deeper darkness</em> spell.</p><p> </p><p>The velithuu first appeared in the Black Isle computer game <em>Baldurs Gate II: Throne of Bhaal</em>, (2001).</p></blockquote><p></p>
[QUOTE="Shade, post: 1612378, member: 287"] And here's the beginning stat block: [b]Devil, Velithuu[/b] 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 [i]+2 shocking burst shortbow[/i] +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 [i]+2 shocking burst shortbow[/i] +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, [i]summon baatezu[/i] 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 +[i]2 shocking burst shortbow[/i] Alignment: Always lawful evil Advancement: 17-24 (Large); 25-48 (Huge) Level Adjustment: - [i]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.[/i] 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 [i]shocking burst bows[/i], 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. [b]Frightful Presence (Ex):[/b] 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. [b]Shock (Ex):[/b] A velithuu generates so much electricity that its mere touch deals additional electricity damage. Velithuus' metallic weapons also conduct this electricity. [b]Spell-Like Abilities:[/b] At will—[i]call lightning[/i] (DC 20), [i]dispel chaos[/i] (DC 22), [i]dispel good[/i] (DC 22), [i]greater teleport[/i] (self plus 50 pounds of objects only), [i]inflict serious wounds[/i] (DC 20), [i]lightning bolt[/i] (DC 20), [i]magic circle against good, persistant image[/i] (DC 22); 3/day—[i]blasphemy[/i] (DC 24), [i]chain lightning[/i] (DC 23), [i]dispel magic, unholy aura[/i] (DC 25). Caster level 18th. The save DCs are Charisma-based. [b][i]Summon Baatezu (Sp):[/i][/b] 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. [b]Regeneration (Ex):[/b] A velithuu takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. [b]See in Darkness (Su):[/b] All baatezu can see perfectly in darkness of any kind, even that created by a [i]deeper darkness[/i] spell. The velithuu first appeared in the Black Isle computer game [i]Baldurs Gate II: Throne of Bhaal[/i], (2001). [/QUOTE]
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