Aura of Dominance. At the beginning of each of its turns, each creature within 30 feet of the sphere must make a DC 13 Wisdom saving throw. On a successful save, the DC of this save increases by 1 until that creature fails one of these saving throws. Once a creature fails 3 of these saving throws (they need not be consecutive), they are dominated as if by the dominate monster.
Reconstruction. When the sphere is reduced to 0 hit points it breaks into a number of smaller pieces equal to its maximum hit points. If at least 100 of these pieces are within 100 feet of each other at the end of the next week, the sphere is returned to 'life', except its maximum hit points are equal to the number of these pieces within 100 feet of each other. Alternatively, it can break into any number of sphere-metal creatures whose combined hit dice total cannot exceed the hit dice total of the sphere. If the sphere chooses this option, it can only return to 'life' if all creatures created this way are within 100 feet of each other after at least 1 week has passed. The sphere cannot be returned to 'life' in an area where divination is prevented, such as the area created by a mordenkainen's private sanctum.
Innate Spellcasting. The sphere's spellcasting ability is Wisdom (spell save 26, spell attack +18). It can innately cast the following spells, requiring no material components:
At will: magic weapon, cube shot, cube strike, conjure barrage
3/day: sphere crush, teleport
1/day: invulnerability
Legendary Resistance (5/day). When the sphere fails a saving throw, it can choose to succeed instead.
Multiattack. The sphere uses its Psychic Burst action, if available. It then makes three attacks, choosing from any combination of Ram and Snipe.
Ram. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 +7) bludgeoning damage. On a critical hit, the damage is changed to radiant or necrotic damage (the sphere's choice), and the target is knocked unconscious until the end of its next turn.
Snipe. Ranged Weapon Attack: +15 to hit, range 200 ft./1000 ft., one target. Hit: 25 (4d8 +7) piercing damage. On a critical hit, the damage is changed to radiant or necrotic damage (the sphere's choice), and the damage dice are tripled instead of doubled.
Psychic Burst (Recharge 5-6). The sphere releases a blast of psychic energy in a 60 foot sphere centered on itself. Each creature that is not an ally of the sphere within that area must make a DC 26 Intelligence saving throw or take 20d6 psychic damage and be stunned for one minute. On a successful save, a creature takes half as much damage and is stunned for 1 round. A stunned creature can repeat the save as an action on its turn, ending the effect on a success.
Crush. The sphere moves up to 100 feet, without provoking opportunity attacks. It then falls, without taking fall damage. Any creature below it must make a DC 24 Dexterity saving throw, being knocked prone and pushed to the ground on a failed save. In addition, a creature that fails its save takes 1d6 damage for every 10 feet the sphere fell. On a successful save, a creature takes half as much damage.
The sphere can take 4 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 sphere regains spent legendary actions at the start of its turn.
Attack. The sphere makes a single Ram or Snipe attack.
Flight. The sphere moves up to its speed.
Burst (Costs 2 Actions). The sphere uses or recharges its Psychic Burst action.
Crush (Costs 3 Actions). The sphere uses its Crush action.
Targeted Strike (Costs 4 Actions). The sphere makes a single Ram or Snipe attack. If this attack hits, it is automatically a critical hit.
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