Gargantuan Dragon (Gem), Neutral
Armor Class 22 (natural armor)
Hit Points 555 (30d20 + 234)
Speed 60 ft., Burrow 60 ft., Fly 120 ft. (Hover), Swim 60 ft.
STR
29 (+9)
DEX
20 (+5)
CON
27 (+8)
INT
30 (+10)
WIS
26 (+8)
CHA
25 (+7)
Saving Throws DEX +14, CON +17, WIS +17, CHA +16
Skills Arcana +28, Insight +26, Perception +17, Stealth +14
Damage Immunities Fire, Force, Necrotic, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 27
Languages Common, Draconic, Telepathy 1 mile.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Rubys Gleam (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 450 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 and ''Mass Telekinesis'' for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Sardior after his Rubys Gleam activates.

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

Actions

Multiattack. The aspect makes one Bite attack, and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 22 (5d8) 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 19) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.

Heat Breath (Recharge 5-6). The aspect exhales a wave of intense heat in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 78 (12d12) 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 the aspect’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 25 Constitution saving throw. On a failed save, the creature takes 26 (4d12) fire damage and has disadvantage on attack rolls until the start of its next turn. 

Mass Telekinesis (Rubys Gleam Only; Recharges after a Short or Long Rest). The aspect targets any number of creatures and objects he can see within 300 feet of him. 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 27 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 aspect’s turn, it can move each creature or object it has in its telekinetic grip up to 100 feet in any direction, but not beyond 300 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 52 (8d12) force damage to each of them.

Spellcasting (Psionics). The aspect casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks):

at will: mage hand, chromatic orb, catapult, scorching ray

3/day each: dispel magic, counterspell, heat metal, fireball, hypnotic pattern, telekinesis, sending, detect magic, flame strike, shield

1/day each: freedom of movement, globe of invulnerability, plane shift, time stop, forcecage, reverse gravity, blade of disaster, bigbys hand

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 80 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 attack.

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

Crystal Cataclysm (Costs 2 Actions). The aspect conjures a magical ruby at a point it can see within 80 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 27 Dexterity saving throw or take 26 (4d12) force damage and be knocked prone.

Mythic Actions

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

Psychic Beam (Costs 3 Actions). The aspect emits a beam of psychic energy in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 27 Intelligence saving throw, taking 32 (5d12) psychic damage on a failed save, or half as much damage on a successful one.

Psi Barrier (Costs 3 Actions). The aspect conjures a shield of magical force that surrounds it, gaining 50 temporary hit points until the end of its next turn. If any creature damages these temporary hit points without damaging the aspects real hit points, they take force damage equal to half the damage dealt.

OctopuswithFish

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