THE SHARED REFERENCE Adventurer

Monster

Velomachus Lorehold

Outside your table’s allowed sources

Official reference · SCC · 2014

Creature type
Dragon
Size
Gargantuan
Armor class
21 (natural armor)
Hit points
487 (25d20 + 225)
Speed
Walk 40 ft., Climb 40 ft., Fly 80 ft.
Challenge rating
25
Alignment
Lawful Neutral
Strength
30
Dexterity
14
Constitution
29
Intelligence
30
Wisdom
20
Charisma
18
Passive Perception
23
Saving Throws
dex: +10; con: +17; wis: +13; cha: +12
Skills
arcana: +18; history: +18; investigation: +18; perception: +13
Senses
blindsight 120 ft.
Languages
all
Immunities
thunder

Traits

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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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.

Spellcasting

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

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

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