Gargantuan Dragon (Gem), Neutral
Armor Class 23 (natural armor)
Hit Points 550 (28d20 + 252)
Speed 60 ft., Burrow 60 ft., Fly 120 ft. (hovers), Swim 60 ft.
STR
30 (+10)
DEX
16 (+3)
CON
29 (+9)
INT
28 (+9)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws CON +18, INT +18, WIS +16, CHA +17
Skills Arcana +18, History +18, Perception +16
Damage Immunities Force, Necrotic, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 26
Languages Common, Draconic, Telepathy 1000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ruby Awakening (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Ruby Breath, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Sardior after his Ruby Awakening activates.

Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (5d8) force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Ruby Breath (Recharge 5–6). The aspect exhales crimson flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 33 (6d10) fire damage and 33 (6d10) force damage on a failed save, or half as much on a success.

Bonus Actions

Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.

Psychic Step. The aspect magically teleports to an unoccupied space he can see within 120 feet of him.

Legendary Actions

The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect regains spent legendary actions at the start of his turn.

Attack. The aspect makes one Claw or Tail attack.

Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.

Mythic Actions

If the aspect’s Ruby Awakening trait has activated in the last hour, he can use the options below as legendary actions.

Light Beam (Costs 2 Actions). The aspect emits a beam of white light in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Constitution saving throw. On a failed save, the creature takes 38 (7d10) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mass Telekinesis (Costs 3 Actions). The aspect targets any number of creatures and objects he can see within 120 feet of him. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the aspect’s telekinetic grip. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success.

When the aspect uses this legendary action, he can move each creature or object he has in his telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of himself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Description

Many have heard the tales of legendary dragons such as Bahamut and Tiamat, but few have heard of Sardior. Also known as Master of the Gem Dragons, Sardior is a unique ruby dragon. In his natural form, Sardior is a long sinewy dragon covered with deep ruby red scales. At a distance, he might be mistaken for an ancient red wyrm, but the playful expression seen in his eyes makes him very much unlike the reds. He is also known to be a great conversationalist, and the unguarded had best be prepared for his sharp wit.

Previous Versions

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10/26/2021 5:14:31 PM
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Darthvenexus

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