Amphibious. The aspect can breathe air and water.
Ruby Brilliance(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 Heat 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 Brilliance activates.
Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Unusual Nature. The aspect doesn't require food or sleep.
Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 22 (4d10) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) 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 only have one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Heat Breath (Recharge 5–6). The aspect exhales intense heat in a 300-foot cone. Each creature in that area must make a DC 27 Constitution saving throw. On a failed save, the creature takes 66 (12d10) fire damage and is incapacitated until the end of the aspect's next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. On a success or failure, the creature is knocked prone. Metal objects in that area glow red-hot for one minute. Any creature in physical contact with one of these objects at the start of its turn must make a DC 27 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and Constitution saving throws until the start of its next turn.
Change Shape. The aspect magically transforms into any creature that is medium or small, 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 it can see within 80 feet of it.
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.
Psionics. The aspect uses Psychic Step.
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 be frightened of the aspect until the end of the target's next turn.
If the aspect's Ruby Brilliance trait has activated within the last hour, he can use the actions below as legendary actions.
Telekinetic Slam (Costs 2 Actions). The aspect targets any number of creatures and objects that fit within a 30 foot cube it can see within range. Creatures in the cube must succeed on a DC 27 Strength saving throw or be flung up to 120 feet in a direction determined by the aspect. Objects that aren't being worn or carried are flung as well. Creatures and objects affected by this take 27 (5d10) bludgeoning damage.
Psychic Slam. The aspect targets up to 6 creatures it can see and bombards them with psychic energy. Each creature must succeed on a DC 27 Intelligence saving throw or take 16 (3d10) psychic damage and be incapacitated until the end of its next turn.
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