Gargantuan Dragon (Gem), Neutral
Armor Class 30 (Mental Defense)
Hit Points 478 (29d20 + 174)
Speed 40 ft., Burrow 30 ft., Climb 30 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
17 (+3)
CON
22 (+6)
INT
30 (+10)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws STR +19, DEX +12, CON +15, INT +19, WIS +18, CHA +18
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Necrotic, Psychic, Thunder
Condition Immunities Charmed, Deafened, Frightened
Senses Darkvision 300 ft. , Truesight 120 ft. , Passive Perception 19
Languages Common, Draconic, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorporation. When Sardior drops to 0 hit points or dies, his body is destroyed but his essence travels back to his flying palace in the Material Plane, and he is unable to take physical form for a time. If you want, he may temporarily transform back into the five dragons who united into him.

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

Limited Magic Immunity. Unless he wishes to be affected, Sardior is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Sardior’s weapon attacks are magical.

Mental Defense. While the aspect is wearing no armor, his AC includes his Intelligence modifier.

Ruby Power (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 Breath Weapon, 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 and his Improved Multiattack action. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Sardior after his Ruby Power activates.

Actions

Improved Multiattack. If the aspect’s Ruby Power trait has activated in the last hour, he can replace a Multiattack action with: Humbling Presence, two non-Tail melee attacks, one Tail attack, and a spell.

Multiattack. Sardior can use his Humbling Presence. He then makes four attacks: two with his claws, one with his bite, and one with his tail. He can replace one attack with a breath weapon and another with a spell.

Humbling Presence. Each creature of Sardior's choice that is within 240 feet of Sardior and aware of him must succeed on a DC 28 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sardior’s Humbling Presence for the next 24 hours.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage and 3 (1d4+1) fire 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 28 Strength saving throw or be knocked prone.

Breath Weapons (recharge 5-6). Sardior has two options for his breath weapon. Listed below.

Psychic Energy Breath. The aspect exhales multicolored, mental energy in a 300-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw. On a failed save, the creature takes 65 (10d12) damage of a type of the aspect’s choosing: radiant, psychic, necrotic, force, or thunder, along with 6 (1d12) psychic damage. On a successful save, the creature takes half as much damage and the full psychic damage.

Heat Breath. Sardior exhales a wave of intense heat in a 300-foot cone. Each creature in that area must make a DC 29 Constitution saving throw, taking 105 (30d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of Sardior’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 29 Constitution saving throw. On a failed save, the creature takes 90 (20d8) fire damage and has disadvantage on attack rolls until the start of its next turn.

Mind Blade (5/day). Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (5d4+4) piercing damage plus 20 (3d6+10) psychic damage.

Spellcasting (Psionics). The aspect casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

At will: Mind sliver, minor illusion

1/day each: Bigby’s hand, hypnotic pattern, telekinesis

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 29Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.

Mythic Actions

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

Blind Foes. Sardior shines blindingly bright until the end of his next turn. Everyone within 300 feet of him is blinded for 1 round.

Gemstone Defense (Costs 3 Actions). Sardior calls down spectral gem dragons: 1 amethyst greatwyrm, 1 crystal greatwyrm, 1 emerald greatwyrm, 1 sapphire greatwyrm, and 1 topaz greatwyrm. While they remain (until the start of his next turn), he has 77 temporary hit points.

Description

The Gem King Sardior was destroyed in in the creation of the First World. It is believed that his essence still survives in every gem dragon and dragonborn in the worlds, and five gem greatwyrms seek to absorb all of their own echoes and then unite into their fallen deity. If, in your campaign, this has already happened, this stat block can represent a physical aspect of the Ruby Dragon.

Previous Versions

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Monster Tags: NPCTitan

ResnepsNrobnogard

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