Gargantuan Dragon (Gem), Neutral
Armor Class 23 (natural armor)
Hit Points 540 (27d20 + 270)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
30 (+10)
WIS
28 (+9)
CHA
26 (+8)
Saving Throws CON +19, INT +19, WIS +18, CHA +17
Skills Arcana +26, History +18, Perception +15
Damage Immunities Force, Necrotic, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 25
Languages Common, Draconic, Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Gem Awakening (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the aspect after its Gem Awakening activates.

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

Sensitive Mind. Sardior is constantly benefitting from the effects of detect evil and good, detect magic, find the path, and find traps.

Unusual Nature. The aspect doesn’t require food, drink, sleep, or air.

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 19 (3d12) 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.

Breath Weapon (Recharge 5–6). The aspect exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Mass Telekinesis (Gem Awakening Only; Recharge 6). The aspect targets any number of creatures and objects it can see within 120 feet of it. 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.

At the end of the aspects’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Spellcasting (Psionics). The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

at will: command, detect thoughts, enthrall, telekinesis

1/day each: dispel magic, forcecage, feeblemind, plane shift, reverse gravity, time stop

Bonus Actions

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

Psychic Step. The aspect magically teleports to an unoccupied space it can see within 60 feet of it.

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 its next turn.

Psychic Beam (Costs 3 Actions). The aspect emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 27 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

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

Psionics (Costs 2 Actions). The aspect uses Psychic Step or Spellcasting.

Gravity Plunge (Costs 3 Actions). The aspect changes gravity, replicating the reverse gravity spell except he can orient the area in any direction, causing creatures and objects within to fall toward the end of the area.

Disasterleo01

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