Gargantuan Dragon (Gem), Neutral
Armor Class 24 (Natural Armor)
Hit Points 545 (27d20 + 245)
Speed 60 ft., Burrow 60 ft., Climb 60 ft., Fly 120 ft., Swim 60 ft.
STR
29 (+9)
DEX
16 (+3)
CON
27 (+8)
INT
30 (+10)
WIS
29 (+9)
CHA
30 (+10)
Saving Throws CON +17, INT +19, WIS +18, CHA +19
Skills Arcana +28, History +27, Investigation +26, Perception +18, Religion +25
Damage Immunities Fire, Force, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Stunned
Senses Truesight 120 ft, Passive Perception 28
Languages Celestial, Common, Draconic, Infernal, Telepathy 300 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ruby Resilience (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 480 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 for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Sardior after his Ruby Resilience activates.

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

Magic Weapons. The aspects weapon attacks are magical.

Actions

 

Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., 1 target. Hit: 24 (4d6 + 9) piercing damage plus 21 (6d6) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., 1 target. Hit: 21 (3d6 + 9) slashing damage. If the target is a huge or smaller creature it is grappled (escape DC 19) and is restrained until the grapple ends. The aspect can only have one creature grappled at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (4d6 +9 ) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone

Ruby Breath (Recharge 5-6). The aspect exhales ruby red flames in a 300-foot cone. Each creature in that area must make a DC 26 dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much on a successful one.

 

Bonus Actions

Change Shape.The aspect magically transforms into any Humanoid or Beast, 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.

Fiery Stride.The aspect increases it’s movement speed by 60 feet until the end of it’s next turn.

Reactions

Absorb Attack. When the aspect is subjected to an attack that deals the damage type of one of its immunity’s it can use reaction to instead heal half of the damage dealt.

Legendary Actions

The aspect of sardior can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect of sardior regains spent legendary actions at the start of its turn.

Attack. The aspect makes one claw or tail attack

Tail Spin (costs 2 actions). The aspect makes a tail attack against every creature in range that isn’t flying, and instead of being knocked prone if they fail the save they are knocked back 10 feet.

Recharge Breath (costs 3 actions). The aspect recharges it’s ruby breath

Mythic Actions

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

Fireball.The aspect cast’s fireball (3rd-level version)

Swirling Inferno (costs 3 actions). The aspect conjures a fiery tornado at a point it can see on the ground within 60 feet of itself. The inferno is 15-foot wide and 30-foot tall as a bonus action on each of the aspects turns it can move the inferno 60 feet. Whenever a creature starts it’s turn in the inferno it must make a DC 26 strength saving throw or pulled into the inferno and take 14 (4d6) fire damage and 15(4d6) bludgeoning damage, while a creature is in the inferno it is restrained and can make a DC 26 strength saving throw at the end of each of its turn freeing itself on a success but taking 11(3d6) bludgeoning damage from the fall. The inferno lasts for one minute and the aspect can only have one inferno active at a time.

Description

Many have heard the tales of legendary dragons such as Tiamat and Bahamut, but few have heard of Sardior. Also known as Master of the Gem Dragons, Sardior is a unique ruby dragon. He makes his home in a huge floating castle, which orbits the world and stays forever in the shadows from the sun. Even though he is the Master of the Gem Dragons, in reality he does not require much from them, and he does not try to guide their decisions. The gem dragons in return, look upon him as the ideal and strive to be more like him.

Sardior keeps a court of five thanes: one of each of the various breeds of gem dragons. Their names are Aleithilithos (male advanced amethyst dragon), Hrodel (female advanced crystal dragon), Smargad (male advanced emerald dragon), Charisma (female advanced sapphire dragon), and Tithonnas (male advanced topaz dragon). Sardior once had a sixth thane: Seradess, a female advanced obsidian dragon, but he destroyed her and banished the obsidian dragons from his court. Even his own clergy argue the reason behind this decision.

Having ascended to the status of a lesser deity, temples to Sardior have begun showing up in cities across the land. Sardior is more than happy to oblige them by granting spells and special abilities to his followers. Sardior's clergy tend to be welcomed everywhere much as bards are, however they know not everyone is as friendly as they seem. A small group of his clergy, known as the ruby disciples, train to be a martial arm of the church, serving not only as a defense but also as a show of force.

Lair and Lair Actions

 

 

Previous Versions

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