Antimagic Susceptibility. Veldrin is incapacitated while in the area of an antimagic field. If targeted by dispel magic, Veldrin must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While Veldrin remains motionless, he is indistinguishable from a normal suit of armor.
Multiattack. Veldrin makes two melee attacks and can replace one of these attacks to use Entomb.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 +2) slashing or 10 (1d10 +2) slashing when wielded with both hands.
Entomb. As part of Veldrin's attack he can grapple a creature of medium size or smaller. A creature grappled by Veldrin can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC 15.
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