b'Demon, Vellso \n'b'  Family:   Demons  \n'b' This lanky, gray, hairless fiend grins widely, revealing a mouth full of long, sharp teeth and a lolling tongue, dripping saliva. Four short, black horns crown its temples and forehead above a pair of shining black eyes. The creature\xe2\x80\x99s hunched posture makes it hard to gauge its true size. \n'b'  Medium   fiend  (demon),  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  120 (16d8 + 48)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  9 (-1)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +5,  Constitution  +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) \n'b' Special Traits \n'b'   Keen Smell . The vellso has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Magic Resistance . The vellso has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The vellso\xe2\x80\x99s weapon attacks are magical. \n'b'  Spider Climb . The vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Actions \n'b'   Multiattack . The vellso makes two attacks: one with its bite and one with its claws. \n'b'  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). \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  About \n'b'  Cruel Hunters . Vellso demons chase after their quarry in a loping crouch, employing their wiry arms and the claws on their fingers to gain a purchase as they run up vertical surfaces as quickly as they do on level ground. These fiends love nothing more than hunting intelligent creatures, scraping their claws loudly against stone as they stalk their prey. They also enjoy biting their prey a single time then releasing it, sometimes for days, allowing the wound to fester and torment the hunted. \n'b'  Summoned to the Chase . For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the  demon . \n'b'  Telepaths . Vellso have difficulty with speech due to their dagger-like teeth and long, lolling tongues. They rely on their telepathy for communication. \n'b' Carrion Curse \n'b' Within a day, a dark discoloration around the wound is accompanied by the smell of putrefying flesh. Unless serious measures are taken to mask the smell, carrion eaters of all kinds will be drawn to the infected creature, gaining advantage on  Wisdom  ( Perception ) checks to track the creature by smell within their usual range. \n'b' While infected with carrion curse, a creature can\xe2\x80\x99t be healed magically and can only heal naturally through rest and by spending hit dice. At the end of each  long rest , a creature infected with carrion curse must succeed on a DC 13  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. \n'b' A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie within 24 hours.'