Velomachus Lorehold

Gargantuan dragon (wizard), Lawful Neutral

Armor Class

21 (natural armor)

Hit Points

487 (25d20 + 225)

Speed

walk 40 ft., climb 40 ft., fly 80 ft.

Saves

Dex +10, Con +17, Wis +13, Cha +12

Skills

Arcana +18, History +18, Investigation +18, Perception +13

Damage Immunities

thunder

Senses

blindsight 120 ft.

Languages

all

Challenge

25

Proficiency Bonus

+8

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.

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

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

Legendary Actions (3/Turn)

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 spirit 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.