Colossal. Sardior is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever Sardior makes a weapon attack, regardless of whether the attack hits or misses, each creature within 10 feet of the attack's target other than the target or Sardior himself must succeed on a DC 25 Dexterity saving throw or take half the attack's damage.
Discorporation. When Sardior dies, his body is destroyed but his essence travels back to his domain in the Ruby Palace, and he is unable to take physical form for a time.
Immutable Form. Sardior is immune to any spell or effect that would alter his form, except for his own Change Shape action.
Legendary Resistance (5/Day). If Sardior fails a saving throw, he can choose to succeed instead.
Psionic Mastermind. Sardior can concentrate on two spells at the same time, and when he casts a spell that targets one creature, he can target two creatures with it instead. In addition, Sardior's thoughts and location can't be discerned by magic.
Ruby Shards. Sardior is always surrounded by floating ruby shards, which cause the area within 60 feet of him to be difficult terrain and resonate with psychic energy and heat. If Sardior takes psychic or fire damage, each creature within 60 feet of Sardior takes that damage instead; Sardior takes none of the damage.
Spellcasting (Psionics). Sardior is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He can cast the following spells, requiring no components:
- Cantrips: control flames, fire bolt, mage hand (invisible), mind sliver, vicious mockery
- 1st level (at will): charm person, dissonant whispers, shield, silvery barbs
- 2nd level (at will): immovable object, scorching ray, Tasha's mind whip, vortex warp
- 3rd level (at will): counterspell, hypnotic pattern, pulse wave, slow
- 4th level (3 slots): confusion, gravity sinkhole, Raulothim's psychic lance, wall of fire
- 5th level (3 slots): dominate person, modify memory, synaptic static, telekinesis
- 6th level (3 slots): disintegrate, gravity fissure, Fizban's platinum shield, mental prison
- 7th level (3 slots): fire storm, reverse gravity, plane shift
- 8th level (2 slots): feeblemind, mind blank, dominate monster
- 9th level (2 slots): psychic scream, ravenous void, wish
Telepathic Awareness. Sardior can sense the presence and location of any creature within 300 feet of him that has an Intelligence of 3 or higher, regardless of interposing barriers.
In addition, if a creature communicates telepathically with Sardior, he can read the creature's thoughts. If he does so, he learns the creature's surface thoughts — what is most on its mind in that moment. He may also learn the creature's greatest desire, gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).
Veil of Stars. While Sardior is in darkness, he has advantage on Dexterity (Stealth) checks, and when he takes the Hide action, Sardior can choose to become invisible until he attacks or casts a spell by blending in with the darkness and the starry night sky.
Multiattack. Sardior can use his Dazzling Presence. He then makes two attacks with his claws, one with his bite and one with his tail and uses Telekinetic Grip twice.
Bite. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 34 [rollable](4d12 + 8) piercing damage plus 18 (4d8) psychic damage plus 18 (4d8) fire damage and Sardior can grapple the target as part of the attack.
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 32 (4d10+8) slashing damage plus 18 (4d8) psychic damage plus 18 (4d8) fire damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be flung up to 3d6 × 10 feet away from Sardior, landing prone
Tail. Melee Weapon Attack: +17 to hit, reach 60 ft., one target. Hit: 36 (4d12 + 8) piercing damage plus18 (4d8) psychic damage plus 18 (4d8) fire damage and the target must make a DC 25 Strength saving throw or be knocked prone.
Telekinetic Grip. Sardior targets a creature or an object he can see within 300 feet of him. No one target can weigh more than 50,000 pounds, and objects can't be targeted if they're being worn or carried. The target must make a DC 27 Strength saving throw or becomes restrained in Sardior's telekinetic grip.
At the end of his turn, Sardior can move each creature or object he has in his telekinetic grip up to 60 feet in any direction, but not beyond 300 feet of himself. In addition, he can choose any number of creatures restrained by his telekinetic grip and deal 18 (4d8) force damage and 18 (4d8) fire damage to them.
At the end of each of its turns, a creature restrained by Sardior's telekinetic grip can repeat the saving throw, freeing itself on a success.
Dazzling Presence. Each creature of Sardior's choice that is within 300 feet of the dragon and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature's movement speed is reduced to 0, as it stares in awe and fear at the Ruby Dragon and all the glittering gems around him. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a creature's saving throw is successful or the frightened condition ends for it, the creature is immune to being frightened by Sardior's Dazzling Presence for the next 24 hours.
Breath Weapon. Sardior uses one of the following breath weapons; he cannot use the same breath weapon on two consecutive turns:
- Searing Mindfire. Sardior breathes psychic energy imbued with the searing flame of the ruby within a 300-foot cone. Each creature within that area must make a DC 27 Intelligence saving throw, taking 54 (12d8) psychic damage and 54 (12d8) fire damage on a failure or half as much on a success. In addition, on a failure, a creature gains a level of exhaustion and is under the effect of a confusion spell until the end of its next turn.
- Ruby Storm. Shardior creates a shower of sharp, scorching hot ruby shards. Each creature of his choice within 300 feet of him must make a DC 27 Dexterity saving throw. On a failure, a creature takes 72 (16d8) piercing damage and 18 (4d8) fire damage and ruby shards are lodged in its skin; on a success a creature takes half as much damage without any other effect.
While ruby shards are stuck to a creature's skin, the creature's movement speed is halved, it takes 18 (4d8) fire damage at the end of each of its turns and it cannot benefit from resistance to psychic damage. The shards remain for 1 minute or until a creature uses an action to remove them. - Shroud of Night. Sardior breathes the very essence of Night itself. For the next minute, the area wiithin a 1-mile radius centered on Sardior becomes shrouded in silence as per the silence spell and in nonmagical darkness; only the light of twinkling stars in the sky breaches that darkness. Each creature of Sardior's choice within the area must succeed on a DC 27 Wisdom saving throw or fall asleep. A sleeping creature is unconscious and wakes up as soon as it takes any damage.
Quicken Spell (5/day). Sardior casts one of his spells with a casting time of 1 action.
Change Shape. Sardior magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Sardior's choice).
In a new form, Sardior retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this bonus action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Sardior can take a total of three reactions per round, although only one per turn.
Divine Denial. When a creature within 300 feet of Sardior that he can see casts a spell or targets Sardior with an attack, he can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell or attack fails. Creatures immune to the charmed are immune to this effect. Clerics of neutral-aligned deities can use their Divine Intervention to prevent Sardior from using this feature for 24 hours.
Psionic Disarmament. When a creature within 300 feet of Sardior makes a weapon attack, he can use his reaction to force that creature to make a DC 27 Strength saving throw. On a failure, Sardior disarms the creature of the weapon it was making the attack with and flings it up to 60 feet away from it.
Sardior can take 5 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 dragon regains spent legendary actions at the start of its turn.
Hide. Sardior takes the Hide action.
Rushing Attack. Sardior moves up to his speed and makes an attack with its claws or its tail.
Cast a Spell (Costs 2 Actions). Sardior casts a spell.
Collapse Distance (Costs 2 Actions). Sardior unleashes a surge of psionic magic, teleporting itself to an unoccupied space within 120 feet of him. Each creature within 60 feet of the space Sardior left must succed on a DC 27 Strength saving throw or take 18 (4d8) force damage and 18 (4d8) psychic damage and be knocked prone.
Mass Telekinesis (Costs 3 Actions). Sardior uses Telekinetic Grip on each creature of his choice within 300 feet of him. When he does so, each creature that fails its saving throw takes 18 (4d8) force damage and 18 (4d8) fire damage.
Scintillating Ruby Ray (Costs 3 Actions, Recharge 5–6). Ranged Spell Attack, +19 to hit, range 120 feet, one target. Hit: 36 (8d8) radiant damage, 36 (8d8) psychic damage and 36 (8d8) fire damage and the target must make a DC 27 Constitution saving throw or be blinded until the end of its next turn.
Sardior creates a ray of scintillating starlight that can be reflected by mirrors, gems and other reflective surfaces, increasing the ray's range by 60 feet for each reflection. In addition, if the ray hits a creature with ruby shards attached to it, Sardior can repeat the attack roll against three new targets within 60 feet of that creature.
Description
Sardior, also known as the Ruby Dragon, was the draconic god of night, psionics, secrets and also the god of gem dragons. He was the neutral-aligned counterpart to the good Bahamut, father of metallic dragons, and the evil Tiamat, goddess of chromatic dragons. According to myths, Sardior actually was created by them, he was the first primordial dragon created by Bahamut and Tiamat.
His current fate is unknown, most people believe he had died when the First World was destroyed, although some sages believe that his consciousness actually survived and just waits for the right moment to reappear in a new body.
Sardior appeared as a majestic dragon of unearthly size covered in scales of deep red, brilliant ruby. Indeed, he towered even over gem Great Wyrms. While both Bahamut and Tiamat share many features with metallic and chromatic dragons respectively, Sardior's appearance was completely unique. Sardior had a very long, slender and sinewy, serpentine body, and always was surrounded by countless sparkling ruby shards, which floated around him as if they were small asteroids and twinkled like stars in darkness. It is said that these shards aided him in controlling and focusing his immense psychic powers. Due to the color of his scales and his affinity for fire, Sardior often was mistaken for an ancient red dragon or even a red Great Wyrm from a distance.
Sardior had a playful nature and was a great conversationalist, surprising many with his sharp wit. He was by far the most intelligent of all dragons and mastered psionics like no other. He could telekinetically move and toss around even big ships and buildings as if they were toys, could take over the minds of multiple creatures at a time and was able to use unique metamagic-like ways to further empower his psionic spells. Furthermore, one of his greatest machinations was "breeding" psionicists into the world, which he felt necessary to balance out arcane and divine magic - in other words, he was essentially the one who enabled mortal beings to master the arts of psionics.
Sardior always had a court of five thanes, one of each type of gem dragon - except that there was no thane to represent obsidian dragons. Originally, such a sixth thane existed, but Sardior eventually destroyed her and banished all obsidian dragons from his dominion. Why he did that is not known, not even by his own clergy; although Obsidian dragons are notable for being the only evil-aligned gem dragons, a fact that very well might have lead to their fall from grace.
Lair and Lair Actions
Sardior's divine residence was the Ruby Palacie, where he lived together with his five thanes. This immense castle was built almost entirely from gems and featured many golden-tinged spires and floated with the highest clouds far above the world, always staying on the night side. In the night sky, it appeared as a distinctively red star, which moved slowly, but steadily, while regular stars remained in fixed positions, forming the constellations we know.
Lair Actions
On initiative count 20 (losing initiative ties), Sardior takes a lair action to cause one of the following effects; Sardior can’t use the same effect two rounds in a row:
- Starlight's Gleam. Stars twinkle in the sky above the Ruby Palace, shining down on it and filling it with dim light. Each creature of Sardior's choice when the light appears must succeed on a DC 20 Dexterity saving throw or be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fade on initiative count 20 on the next round.
- Hive Mind of Gem Dragons. All gem dragons Sardior can see within 300 feet of him recharge their breath weapons.
- Psychic Overcharge. Sardior charges itself with psionic energy. The next time Sardior casts a spell that targets one creature before initiative count 20 of the next round, he can target each creature of its choice within 300 feet of him with that spell.
- Sparkling Gems. Gems of a specific kind start to sparkle throughout the palace, creating effects reminescent of the dragons associated with them.
- Gravity Surge. Amethysts emit gravity waves. Each creature of Sardior's choice within 300 feet of him must make a DC 20 Constitutions aving throw, taking 27 (6d8) force damage on a failure or half as much on a success. In addition, on a failure, a creature's movement speed is reduced to 0 until the end of its next turn.
- Scintillating Burst: Crystals flash with brilliant radiance. Each crreature of Sardior's choice within 300 feet of him must make a DC 20 Constitution saving throw, taking 33 (6d10) radiant damage on a failure or half as much on a success. In addition, each gem dragon of Sardior's choice within the area regains 33 (6d10) hit points.
- Disorienting Resonance. Emeralds resonate with Sardior's latent psychic powers. Each creature of Sardior's choice within 300 feet of him must make a DC 20 Intelligence saving throw. On a failure, the creature takes 28 (6d8) psychic damage and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
- Debilitating Veil. Sapphires glow faintly and emit high-pitched, nearly inaudible sound, draining creatures of their energy. Each creature of Sardior's choice within 300 feet of him must make a DC 20 Constitution saving throw, taking 33 (6d10) thunder damage on a failure or half as much on a success. In addition, on a failure, a creature is incapacitated until the end of its next turn.
- Desiccating Pulse. Topazes emit a pulse of necrotic energy. Each creature of Sardior's choice within 300 feet of him must make a DC 20 Constitution saving throw. On a failure, it takes 27 (6d8) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a success, it takes half as much damage with no additional effects.
Regional Effects
The region around Sardior's Ruby Palace is warped by his magic, which results in the following effects, in addition to regional effects caused by the presence of other gem dragons:
- Within 5 miles of the lair, the presence of Sardior's immense power close by causes an unsettling feeling, preventing characters from sleeping. Characters attempting to do a long rest must succeed on a DC 20 Constitution saving throw or gain no benefit from the rest.
- Within 5 miles of the lair, no light, whether mundane nor magical, can shine, the area is always shrouded in darkness with stars and the moon providing some illumination, and sounds are dampened, what was spoken aloud becomes a whisper and what was a whisper fades away.
- Sardior and his five thanes are magically aware of all creatures within 1 mile of the lair. Divination magic cast within 1 mile of the lair or targeting something within 1 mile of the lair fails.
If Sardior dies, these effects fade over 1d10 days.
Previous Versions
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