Velomachus Lorehold | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Velomachus Lorehold CR: 25

Gargantuan dragon (wizard), lawful neutral
Armor Class: 21 (natural armor)
Hit Points: 487 [25d20+225]
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

30 +10

DEX

14 +2

CON

29 +9

INT

30 +10

WIS

20 +5

CHA

18 +4

Saving Throws: Dex +10, Con +17, Wis +13, Cha +12
Skills: Arcana +18, History +18, Investigation +18, Perception +13
Damage Immunities: thunder
Senses: blindsight 120 ft., passive Perception 23
Languages: all
Challenge Rating: 25

Spellcasting. Velomachus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

1/day: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of force


Legendary Resistance (3/Day). If Velomachus fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Velomachus makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 15 1d10+10 piercing damage plus 6 1d12 thunder damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 13 1d6+10 slashing damage. If the target is a Huge or smaller creature, it is knocked prone.
Battle Tide Breath (Recharge 5–6). Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 7d12 force damage and 45 7d12 thunder damage and is pushed up to 20 feet in a horizontal direction of Velomachus' choice. On a success, the creature takes half as much damage and isn't pushed. Objects that aren't being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw.

Legendary Actions

Velomachus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Velomachus regains spent legendary actions at the start of its turn.
Claw. Velomachus makes one Claw attack.
Chaotic Flow (Costs 2 Actions). Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity attack during this move, the attacker takes 19 3d12 thunder damage.
Repeating History (Costs 3 Actions). Velomachus magically summons 1d4 statue mascots in unoccupied spaces she can see within 60 feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature's turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.


Created by

Stormhaven13.

Statblock Type

Monster

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